refactors, fixes; translator is no longer engine feature, but editor instead

This commit is contained in:
turanszkij
2018-08-23 21:33:21 +01:00
parent 6f56672476
commit ebe62c5278
13 changed files with 183 additions and 204 deletions
+16 -35
View File
@@ -17,6 +17,7 @@
#include "OceanWindow.h"
#include "ModelImporter.h"
#include "Translator.h"
#include <Commdlg.h> // openfile
#include <WinBase.h>
@@ -184,7 +185,7 @@ struct Picked
wiTranslator* translator = nullptr;
Translator* translator = nullptr;
bool translator_active = false;
list<Picked*> selected;
std::map<Transform*,Transform*> savedParents;
@@ -401,7 +402,7 @@ void EditorComponent::Load()
{
__super::Load();
translator = new wiTranslator;
translator = new Translator;
translator->enabled = false;
@@ -1751,11 +1752,6 @@ void EditorComponent::Render()
if (!cinemaModeCheckBox->GetCheck() && !selected.empty())
{
if (translator_active)
{
wiRenderer::AddRenderableTranslator(translator);
}
AABB selectedAABB = AABB(XMFLOAT3(FLOAT32_MAX, FLOAT32_MAX, FLOAT32_MAX),XMFLOAT3(-FLOAT32_MAX, -FLOAT32_MAX, -FLOAT32_MAX));
for (auto& picked : selected)
{
@@ -1796,28 +1792,7 @@ void EditorComponent::Compose()
return;
}
//static Texture2D* clouds = nullptr;
//if (clouds == nullptr)
//{
// TextureDesc desc;
// desc.ArraySize = 1;
// desc.BindFlags = BIND_UNORDERED_ACCESS | BIND_SHADER_RESOURCE;
// desc.CPUAccessFlags = 0;
// desc.Format = FORMAT_R8G8B8A8_UNORM;
// desc.Height = 512;
// desc.Width = 512;
// desc.MipLevels = 1;
// desc.MiscFlags = 0;
// desc.Usage = USAGE_DEFAULT;
// wiRenderer::GetDevice()->CreateTexture2D(&desc, nullptr, &clouds);
//}
//static float ran = 0;
//ran += 0.01f;
//wiRenderer::GenerateClouds(clouds, 0, ran, GRAPHICSTHREAD_IMMEDIATE);
//wiImage::Draw(clouds, wiImageEffects(200, 200, 256, 256), GRAPHICSTHREAD_IMMEDIATE);
//__super::Compose();
Camera* camera = wiRenderer::getCamera();
for (auto& x : wiRenderer::GetScene().models)
{
@@ -1825,7 +1800,7 @@ void EditorComponent::Compose()
{
for (auto& y : x->lights)
{
float dist = wiMath::Distance(y->translation, wiRenderer::getCamera()->translation) * 0.08f;
float dist = wiMath::Distance(y->translation, camera->translation) * 0.08f;
wiImageEffects fx;
fx.pos = y->translation;
@@ -1870,7 +1845,7 @@ void EditorComponent::Compose()
{
for (auto& y : x->decals)
{
float dist = wiMath::Distance(y->translation, wiRenderer::getCamera()->translation) * 0.08f;
float dist = wiMath::Distance(y->translation, camera->translation) * 0.08f;
wiImageEffects fx;
fx.pos = y->translation;
@@ -1902,7 +1877,7 @@ void EditorComponent::Compose()
{
for (auto& y : x->forces)
{
float dist = wiMath::Distance(y->translation, wiRenderer::getCamera()->translation) * 0.08f;
float dist = wiMath::Distance(y->translation, camera->translation) * 0.08f;
wiImageEffects fx;
fx.pos = y->translation;
@@ -1933,7 +1908,7 @@ void EditorComponent::Compose()
{
for (auto& y : x->cameras)
{
float dist = wiMath::Distance(y->translation, wiRenderer::getCamera()->translation) * 0.08f;
float dist = wiMath::Distance(y->translation, camera->translation) * 0.08f;
wiImageEffects fx;
fx.pos = y->translation;
@@ -1964,7 +1939,7 @@ void EditorComponent::Compose()
{
for (auto& y : x->armatures)
{
float dist = wiMath::Distance(y->translation, wiRenderer::getCamera()->translation) * 0.08f;
float dist = wiMath::Distance(y->translation, camera->translation) * 0.08f;
wiImageEffects fx;
fx.pos = y->translation;
@@ -2000,7 +1975,7 @@ void EditorComponent::Compose()
continue;
}
float dist = wiMath::Distance(y->translation, wiRenderer::getCamera()->translation) * 0.08f;
float dist = wiMath::Distance(y->translation, camera->translation) * 0.08f;
wiImageEffects fx;
fx.pos = y->translation;
@@ -2028,6 +2003,12 @@ void EditorComponent::Compose()
}
}
if (translator_active && translator->enabled)
{
translator->Draw(camera, GRAPHICSTHREAD_IMMEDIATE);
}
}
void EditorComponent::Unload()
{