Fixed UI Rendering #326
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@ -1,8 +1,11 @@
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#include "SHpch.h"
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#include "SHpch.h"
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#include <memory>
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#include <imgui.h>
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#include "Serialization/SHSerializationHelper.hpp"
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#include "Serialization/SHSerializationHelper.hpp"
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#include "SHMaterialInspector.h"
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#include "SHMaterialInspector.h"
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#include "Editor/SHImGuiHelpers.hpp"
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#include "Editor/SHImGuiHelpers.hpp"
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#include <imgui.h>
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#include "Assets/SHAssetManager.h"
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#include "Assets/SHAssetManager.h"
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#include "Editor/IconsMaterialDesign.h"
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#include "Editor/IconsMaterialDesign.h"
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@ -176,7 +179,7 @@ namespace SHADE
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const std::string VERT_SHADER_NAME = VERT_SHADER_INFO ? VERT_SHADER_INFO->name : "Unknown Shader";
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const std::string VERT_SHADER_NAME = VERT_SHADER_INFO ? VERT_SHADER_INFO->name : "Unknown Shader";
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isDirty |= SHEditorWidgets::DragDropReadOnlyField<AssetID>
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isDirty |= SHEditorWidgets::DragDropReadOnlyField<AssetID>
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(
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(
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"Fragment Shader", VERT_SHADER_NAME.data(),
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"Vertex Shader", VERT_SHADER_NAME.data(),
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[this]() { return currentMatSpec->vertexShader; },
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[this]() { return currentMatSpec->vertexShader; },
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[this](const AssetID& id) { currentMatSpec->vertexShader = id; },
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[this](const AssetID& id) { currentMatSpec->vertexShader = id; },
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SHDragDrop::DRAG_RESOURCE
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SHDragDrop::DRAG_RESOURCE
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@ -191,6 +194,37 @@ namespace SHADE
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SHDragDrop::DRAG_RESOURCE
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SHDragDrop::DRAG_RESOURCE
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);
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);
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// Subpass
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const auto& SP_NAMES = SHGraphicsConstants::RenderGraphEntityNames::USABLE_SUBPASSES;
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ImGui::Text("Subpass");
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ImGui::SameLine();
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if (ImGui::BeginCombo("##", currentMatSpec->subpassName.data(), ImGuiComboFlags_None))
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{
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for (const auto& NAME : SP_NAMES)
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{
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const bool IS_SELECTED = currentMatSpec->subpassName == NAME;
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if (ImGui::Selectable(NAME.data(), IS_SELECTED))
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{
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isDirty = true;
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SHCommandManager::PerformCommand
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(
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std::reinterpret_pointer_cast<SHBaseCommand>(std::make_shared<SHCommand<std::string>>
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(
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currentMatSpec->subpassName,
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std::string(NAME),
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[&](const std::string& newName){ currentMatSpec->subpassName = newName; }
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)),
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false
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);
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}
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if (IS_SELECTED)
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{
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ImGui::SetItemDefaultFocus();
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}
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}
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ImGui::EndCombo();
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}
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// Load the shader to access it's data
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// Load the shader to access it's data
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auto fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(currentMatSpec->fragShader);
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auto fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(currentMatSpec->fragShader);
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if (!fragShader)
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if (!fragShader)
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