Fix bugs and add Pause for the game in #364

Merged
glencelow merged 5 commits from PlayerController into main 2023-02-24 21:14:30 +08:00
16 changed files with 50 additions and 76 deletions
Showing only changes of commit dfbd1d027c - Show all commits

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@ -39,8 +39,7 @@ void main()
fragColor = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv);
if (fragColor.a < 0.01f)
{
fragColor = vec4(1.0f, 0.0f, 0.0f, 1.0f);
// discard;
discard;
}
fragColor.a = MatProp.data[In2.materialIndex].alpha;

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@ -10,8 +10,8 @@ namespace SHADE
{
SHCameraComponent::SHCameraComponent()
:yaw(0.0f), pitch(0.0f), roll(0.0f)
, width(1920.0f), height(1080.0f), zNear(0.01f), zFar(10000.0f), fov(90.0f), movementSpeed(1.0f), turnSpeed(0.5f)
, perspProj(true), dirtyView(true), dirtyProj(true)
, width(1920.0f), zNear(0.01f), zFar(10000.0f), fov(90.0f), movementSpeed(1.0f), turnSpeed(0.5f)
, perspProj(true), dirtyView(true), dirtyProj(true), followScreenAR(true)
, viewMatrix(), perspProjMatrix(), orthoProjMatrix()
, position(), offset()
{
@ -122,11 +122,6 @@ namespace SHADE
}
void SHCameraComponent::SetHeight(float height) noexcept
{
this->height = height;
dirtyProj = true;
}
void SHCameraComponent::SetNear(float znear) noexcept
{
@ -176,10 +171,7 @@ namespace SHADE
return width;
}
float SHCameraComponent::GetHeight() const noexcept
{
return height;
}
float SHCameraComponent::GetNear() const noexcept
{
@ -191,10 +183,7 @@ namespace SHADE
return zFar;
}
float SHCameraComponent::GetAspectRatio() const noexcept
{
return width/height;
}
float SHCameraComponent::GetFOV() const noexcept
{
@ -251,11 +240,11 @@ RTTR_REGISTRATION
.property("Yaw", &SHCameraComponent::GetYaw, &SHCameraComponent::SetYaw)
.property("Roll", &SHCameraComponent::GetRoll, &SHCameraComponent::SetRoll)
.property("Width", &SHCameraComponent::GetWidth, &SHCameraComponent::SetWidth)
.property("Height", &SHCameraComponent::GetHeight, &SHCameraComponent::SetHeight)
.property("Near", &SHCameraComponent::GetNear, &SHCameraComponent::SetNear)
.property("Far", &SHCameraComponent::GetFar, &SHCameraComponent::SetFar)
.property("Perspective", &SHCameraComponent::GetIsPerspective, &SHCameraComponent::SetIsPerspective)
.property("FOV",&SHCameraComponent::GetFOV, &SHCameraComponent::SetFOV);
.property("FOV", &SHCameraComponent::GetFOV, &SHCameraComponent::SetFOV);
}

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@ -19,7 +19,6 @@ namespace SHADE
float roll;
float width;
float height;
float zNear;
float zFar;
float fov;
@ -27,7 +26,6 @@ namespace SHADE
bool dirtyView;
bool dirtyProj;
SHMatrix viewMatrix;
SHMatrix perspProjMatrix;
SHMatrix orthoProjMatrix;
@ -45,6 +43,8 @@ namespace SHADE
SHCameraComponent();
virtual ~SHCameraComponent();
bool followScreenAR;
//Getters and setters.
void SetYaw(float yaw) noexcept;
@ -57,7 +57,6 @@ namespace SHADE
void SetPosition(SHVec3 pos) noexcept;
void SetWidth(float width) noexcept;
void SetHeight(float height) noexcept;
void SetNear(float znear) noexcept;
void SetFar(float zfar) noexcept;
void SetFOV(float fov) noexcept;
@ -70,11 +69,9 @@ namespace SHADE
float GetRoll() const noexcept;
float GetWidth() const noexcept;
float GetHeight() const noexcept;
float GetNear() const noexcept;
float GetFar() const noexcept;
float GetAspectRatio() const noexcept;
float GetFOV() const noexcept;
bool GetIsPerspective() const noexcept;

View File

@ -99,13 +99,13 @@ namespace SHADE
return 0.0f;
}
float SHCameraDirector::GetHeight() noexcept
{
SHCameraComponent* camComponent = GetMainCameraComponent();
if (camComponent)
return camComponent->GetHeight();
else
return 0.0f;
}
//float SHCameraDirector::GetHeight() noexcept
//{
// SHCameraComponent* camComponent = GetMainCameraComponent();
// if (camComponent)
// return camComponent->GetHeight();
// else
// return 0.0f;
//}
}

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@ -31,7 +31,7 @@ namespace SHADE
SHMatrix const& GetOrthoMatrix() noexcept;
SHMatrix const& GetPerspectiveMatrix() noexcept;
float GetWidth() noexcept;
float GetHeight() noexcept;
//float GetHeight() noexcept;
private:
SHMatrix viewMatrix;

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@ -116,7 +116,6 @@ namespace SHADE
editorCamera.SetYaw(0.0f);
editorCamera.SetRoll(0.0f);
editorCamera.SetWidth(1080.0f);
editorCamera.SetHeight(720.0f);
editorCamera.SetFar(10000000.0f);
editorCamera.movementSpeed = 2.0f;
editorCamera.perspProj = true;
@ -144,18 +143,7 @@ namespace SHADE
//std::cout << EVENT_DATA->resizeWidth << std::endl;
//std::cout << EVENT_DATA->resizeHeight << std::endl;
for (auto director : directorHandleList)
{
auto camera = SHComponentManager::GetComponent_s<SHCameraComponent>(director->mainCameraEID);
if (camera)
{
camera->SetWidth(EVENT_DATA->resizeWidth);
camera->SetHeight(EVENT_DATA->resizeHeight);
}
}
screenAspectRatio = (float)EVENT_DATA->resizeWidth / (float)EVENT_DATA->resizeHeight;
return eventPtr->handle;
@ -340,7 +328,7 @@ namespace SHADE
if (camera.dirtyProj == true)
{
//Perspective projection matrix.
const float ASPECT_RATIO = (camera.GetAspectRatio());
const float ASPECT_RATIO = (screenAspectRatio);
const float TAN_HALF_FOV = tan(SHMath::DegreesToRadians(camera.fov) * 0.5f);
camera.perspProjMatrix = SHMatrix::Identity;
camera.perspProjMatrix(0, 0) = 1.0f / (ASPECT_RATIO * TAN_HALF_FOV);
@ -357,7 +345,7 @@ namespace SHADE
const float right = camera.GetWidth() * 0.5f;
const float left = -right;
const float top = camera.GetHeight() * 0.5f;
const float top = camera.GetWidth() / screenAspectRatio * 0.5f;
const float btm = -top;
const float n = camera.GetNear();
const float f = camera.GetFar();
@ -574,11 +562,11 @@ namespace SHADE
auto editor = SHSystemManager::GetSystem<SHEditor>();
if (editor->editorState != SHEditor::State::PLAY)
{
return SHVec2{ GetEditorCamera()->GetWidth(), GetEditorCamera()->GetHeight() };
return SHVec2{ GetEditorCamera()->GetWidth(), GetEditorCamera()->GetWidth() / screenAspectRatio };
}
else
{
return SHVec2{ GetDirector(index)->GetWidth(),GetDirector(index)->GetHeight() };
return SHVec2{ GetDirector(index)->GetWidth(),GetDirector(index)->GetWidth() / screenAspectRatio };
}
#else

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@ -21,6 +21,8 @@ namespace SHADE
SHCameraComponent editorCamera;
SHCameraArmComponent editorCameraArm;
float screenAspectRatio{16.0f/9.0f};
SHResourceLibrary<SHCameraDirector> directorLibrary;
std::vector<DirectorHandle> directorHandleList;

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@ -59,7 +59,7 @@ namespace SHADE
camSystem->UpdateEditorArm(SHFrameRateController::GetRawDeltaTime(), shouldUpdateCamArm, targetPos);
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.0f, 0.0f, 0.0f, 1.0f));
if (Begin())
{
ImGuizmo::SetDrawlist();
@ -101,6 +101,7 @@ namespace SHADE
}
}
}
ImGui::PopStyleColor();
ImGuizmo::SetRect(beginCursorPos.x, beginCursorPos.y, beginContentRegionAvailable.x, beginContentRegionAvailable.y);
if(editor->editorState != SHEditor::State::PLAY)
transformGizmo.Draw();

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@ -1178,7 +1178,7 @@ namespace SHADE
auto cameraSystem = SHSystemManager::GetSystem<SHCameraSystem>();
#ifdef SHEDITOR
cameraSystem->GetEditorCamera()->SetWidth(static_cast<float>(resizeWidth));
cameraSystem->GetEditorCamera()->SetHeight(static_cast<float>(resizeHeight));
//cameraSystem->GetEditorCamera()->SetAspectRatio(static_cast<float>(resizeWidth) / static_cast<float>(resizeHeight));
// Create new event and broadcast it
SHWindowResizeEvent newEvent;
@ -1188,7 +1188,12 @@ namespace SHADE
SHEventManager::BroadcastEvent<SHWindowResizeEvent>(newEvent, SH_WINDOW_RESIZE_EVENT);
#else
// Create new event and broadcast it
SHWindowResizeEvent newEvent;
newEvent.resizeWidth = resizeWidth;
newEvent.resizeHeight = resizeHeight;
SHEventManager::BroadcastEvent<SHWindowResizeEvent>(newEvent, SH_WINDOW_RESIZE_EVENT);
#endif
}

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@ -40,7 +40,7 @@ namespace SHADE
if (SHVkUtil::IsDepthStencilAttachment(vkDescriptions[i].format))
clearColors[i].depthStencil = vk::ClearDepthStencilValue(1.0f, 0);
else
clearColors[i].color = { {{0.0f, 0.0f, 0.0f, 1.0f}} };
clearColors[i].color = { {{0.0f, 0.0f, 0.0f, 0.0f}} };
}

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@ -28,16 +28,19 @@ namespace SHADE
void SHButtonComponent::SetDefaultTexture(AssetID texture) noexcept
{
defaultTexture = texture;
SHResourceManager::LoadOrGet<SHTexture>(texture);
}
void SHButtonComponent::SetHoveredTexture(AssetID texture) noexcept
{
hoveredTexture = texture;
SHResourceManager::LoadOrGet<SHTexture>(texture);\
}
void SHButtonComponent::SetClickedTexture(AssetID texture) noexcept
{
clickedTexture = texture;
SHResourceManager::LoadOrGet<SHTexture>(texture);
}

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@ -1,6 +1,7 @@
#include "SHpch.h"
#include "SHToggleButtonComponent.h"
#include "Resource/SHResourceManager.h"
#include "Graphics/MiddleEnd/Textures/SHTextureLibrary.h"
namespace SHADE
{
@ -28,11 +29,13 @@ namespace SHADE
void SHToggleButtonComponent::SetDefaultTexture(AssetID texture) noexcept
{
defaultTexture = texture;
SHResourceManager::LoadOrGet<SHTexture>(texture);
}
void SHToggleButtonComponent::SetToggledTexture(AssetID texture) noexcept
{
toggledTexture = texture;
SHResourceManager::LoadOrGet<SHTexture>(texture);
}
void SHToggleButtonComponent::SetValue(bool value) noexcept

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@ -313,8 +313,8 @@ namespace SHADE
{
auto material = renderable->GetModifiableMaterial();
comp.currentTexture = textureID;
material->SetProperty("data.textureIndex", SHResourceManager::LoadOrGet<SHTexture>(textureID)->TextureArrayIndex);
loadTexture = true;
material->SetProperty("data.textureIndex", SHResourceManager::Get<SHTexture>(textureID)->TextureArrayIndex);
}
@ -368,8 +368,8 @@ namespace SHADE
{
auto material = renderable->GetModifiableMaterial();
comp.currentTexture = textureID;
material->SetProperty("data.textureIndex", SHResourceManager::LoadOrGet<SHTexture>(textureID));
loadTexture = true;
material->SetProperty("data.textureIndex", SHResourceManager::Get<SHTexture>(textureID)->TextureArrayIndex);
}
@ -381,6 +381,8 @@ namespace SHADE
{
SHUISystem* system = (SHUISystem*)GetSystem();
auto& dense = SHComponentManager::GetDense<SHButtonComponent>();
//We ensure that the textures are loaded before we do the update.
SHResourceManager::FinaliseChanges();
for (auto& comp : dense)
{
if (SHSceneManager::CheckNodeAndComponentsActive<SHButtonComponent>(comp.GetEID()))
@ -393,11 +395,6 @@ namespace SHADE
if (SHSceneManager::CheckNodeAndComponentsActive<SHToggleButtonComponent>(comp.GetEID()))
system->UpdateToggleButtonComponent(comp);
}
if (system->loadTexture == true)
{
system->loadTexture = false;
SHResourceManager::FinaliseChanges();
}
}
SHVec2 SHUISystem::CanvasToScreenPoint(SHVec2& const canvasPoint, bool normalized) noexcept

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@ -50,15 +50,8 @@ namespace SHADE
{
GetNativeComponent()->SetWidth(val);
}
float Camera::Height::get()
{
return (GetNativeComponent()->GetHeight());
}
void Camera::Height::set(float val)
{
GetNativeComponent()->SetHeight(val);
}
float Camera::Near::get()
{
return (GetNativeComponent()->GetNear());

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@ -35,11 +35,7 @@ namespace SHADE
float get();
void set(float val);
}
property float Height
{
float get();
void set(float val);
}
property float Near
{
float get();
@ -60,6 +56,7 @@ namespace SHADE
Vector3 get();
void set(Vector3 val);
}
void SetMainCamera(size_t directorIndex);