GUI updates (#490)

This commit is contained in:
Turánszki János
2022-07-28 20:59:25 +02:00
committed by GitHub
parent 87f3287aaa
commit f277a00596
69 changed files with 18224 additions and 2995 deletions
+55 -61
View File
@@ -9,16 +9,31 @@ using namespace wi::scene;
void MaterialWindow::Create(EditorComponent* _editor)
{
editor = _editor;
wi::gui::Window::Create("Material Window");
SetSize(XMFLOAT2(730, 620));
wi::gui::Window::Create(ICON_MATERIAL " Material", wi::gui::Window::WindowControls::COLLAPSE | wi::gui::Window::WindowControls::CLOSE);
SetSize(XMFLOAT2(300, 1200));
closeButton.SetTooltip("Delete MaterialComponent");
OnClose([=](wi::gui::EventArgs args) {
wi::Archive& archive = editor->AdvanceHistory();
archive << EditorComponent::HISTORYOP_COMPONENT_DATA;
editor->RecordEntity(archive, entity);
editor->GetCurrentScene().materials.Remove(entity);
editor->RecordEntity(archive, entity);
editor->RefreshEntityTree();
});
float hei = 18;
float step = hei + 2;
float x = 670, y = 0;
float x = 150, y = 0;
float wid = 130;
shadowReceiveCheckBox.Create("Receive Shadow: ");
shadowReceiveCheckBox.SetTooltip("Receives shadow or not?");
shadowReceiveCheckBox.SetPos(XMFLOAT2(540, y));
shadowReceiveCheckBox.SetPos(XMFLOAT2(x, y));
shadowReceiveCheckBox.SetSize(XMFLOAT2(hei, hei));
shadowReceiveCheckBox.OnClick([&](wi::gui::EventArgs args) {
MaterialComponent* material = editor->GetCurrentScene().materials.GetComponent(entity);
@@ -29,7 +44,7 @@ void MaterialWindow::Create(EditorComponent* _editor)
shadowCasterCheckBox.Create("Cast Shadow: ");
shadowCasterCheckBox.SetTooltip("The subset will contribute to the scene shadows if enabled.");
shadowCasterCheckBox.SetPos(XMFLOAT2(670, y));
shadowCasterCheckBox.SetPos(XMFLOAT2(x, y += step));
shadowCasterCheckBox.SetSize(XMFLOAT2(hei, hei));
shadowCasterCheckBox.OnClick([&](wi::gui::EventArgs args) {
MaterialComponent* material = editor->GetCurrentScene().materials.GetComponent(entity);
@@ -40,7 +55,7 @@ void MaterialWindow::Create(EditorComponent* _editor)
useVertexColorsCheckBox.Create("Use vertex colors: ");
useVertexColorsCheckBox.SetTooltip("Enable if you want to render the mesh with vertex colors (must have appropriate vertex buffer)");
useVertexColorsCheckBox.SetPos(XMFLOAT2(670, y += step));
useVertexColorsCheckBox.SetPos(XMFLOAT2(x, y += step));
useVertexColorsCheckBox.SetSize(XMFLOAT2(hei, hei));
useVertexColorsCheckBox.OnClick([&](wi::gui::EventArgs args) {
MaterialComponent* material = editor->GetCurrentScene().materials.GetComponent(entity);
@@ -49,9 +64,9 @@ void MaterialWindow::Create(EditorComponent* _editor)
});
AddWidget(&useVertexColorsCheckBox);
specularGlossinessCheckBox.Create("Specular-glossiness workflow: ");
specularGlossinessCheckBox.Create("Spec-gloss workflow: ");
specularGlossinessCheckBox.SetTooltip("If enabled, surface map will be viewed like it contains specular color (RGB) and smoothness (A)");
specularGlossinessCheckBox.SetPos(XMFLOAT2(670, y += step));
specularGlossinessCheckBox.SetPos(XMFLOAT2(x, y += step));
specularGlossinessCheckBox.SetSize(XMFLOAT2(hei, hei));
specularGlossinessCheckBox.OnClick([&](wi::gui::EventArgs args) {
MaterialComponent* material = editor->GetCurrentScene().materials.GetComponent(entity);
@@ -61,9 +76,9 @@ void MaterialWindow::Create(EditorComponent* _editor)
});
AddWidget(&specularGlossinessCheckBox);
occlusionPrimaryCheckBox.Create("Occlusion - Primary: ");
occlusionPrimaryCheckBox.Create("Occlusion 1: ");
occlusionPrimaryCheckBox.SetTooltip("If enabled, surface map's RED channel will be used as occlusion map");
occlusionPrimaryCheckBox.SetPos(XMFLOAT2(670, y += step));
occlusionPrimaryCheckBox.SetPos(XMFLOAT2(x, y += step));
occlusionPrimaryCheckBox.SetSize(XMFLOAT2(hei, hei));
occlusionPrimaryCheckBox.OnClick([&](wi::gui::EventArgs args) {
MaterialComponent* material = editor->GetCurrentScene().materials.GetComponent(entity);
@@ -72,9 +87,9 @@ void MaterialWindow::Create(EditorComponent* _editor)
});
AddWidget(&occlusionPrimaryCheckBox);
occlusionSecondaryCheckBox.Create("Occlusion - Secondary: ");
occlusionSecondaryCheckBox.Create("Occlusion 2: ");
occlusionSecondaryCheckBox.SetTooltip("If enabled, occlusion map's RED channel will be used as occlusion map");
occlusionSecondaryCheckBox.SetPos(XMFLOAT2(670, y += step));
occlusionSecondaryCheckBox.SetPos(XMFLOAT2(x, y += step));
occlusionSecondaryCheckBox.SetSize(XMFLOAT2(hei, hei));
occlusionSecondaryCheckBox.OnClick([&](wi::gui::EventArgs args) {
MaterialComponent* material = editor->GetCurrentScene().materials.GetComponent(entity);
@@ -85,7 +100,7 @@ void MaterialWindow::Create(EditorComponent* _editor)
windCheckBox.Create("Wind: ");
windCheckBox.SetTooltip("If enabled, vertex wind weights will affect how much wind offset affects the subset.");
windCheckBox.SetPos(XMFLOAT2(670, y += step));
windCheckBox.SetPos(XMFLOAT2(x, y += step));
windCheckBox.SetSize(XMFLOAT2(hei, hei));
windCheckBox.OnClick([&](wi::gui::EventArgs args) {
MaterialComponent* material = editor->GetCurrentScene().materials.GetComponent(entity);
@@ -96,7 +111,7 @@ void MaterialWindow::Create(EditorComponent* _editor)
doubleSidedCheckBox.Create("Double sided: ");
doubleSidedCheckBox.SetTooltip("Decide whether to render both sides of the material (It's also possible to set this behaviour per mesh).");
doubleSidedCheckBox.SetPos(XMFLOAT2(540, y));
doubleSidedCheckBox.SetPos(XMFLOAT2(x, y += step));
doubleSidedCheckBox.SetSize(XMFLOAT2(hei, hei));
doubleSidedCheckBox.OnClick([&](wi::gui::EventArgs args) {
MaterialComponent* material = editor->GetCurrentScene().materials.GetComponent(entity);
@@ -106,11 +121,6 @@ void MaterialWindow::Create(EditorComponent* _editor)
AddWidget(&doubleSidedCheckBox);
x = 520;
float wid = 170;
shaderTypeComboBox.Create("Shader: ");
shaderTypeComboBox.SetTooltip("Select a shader for this material. \nCustom shaders (*) will also show up here (see wi::renderer:RegisterCustomShader() for more info.)\nNote that custom shaders (*) can't select between blend modes, as they are created with an explicit blend mode.");
shaderTypeComboBox.SetPos(XMFLOAT2(x, y += step));
@@ -133,12 +143,12 @@ void MaterialWindow::Create(EditorComponent* _editor)
}
});
shaderTypeComboBox.AddItem("PBR", MaterialComponent::SHADERTYPE_PBR);
shaderTypeComboBox.AddItem("PBR + Planar reflections", MaterialComponent::SHADERTYPE_PBR_PLANARREFLECTION);
shaderTypeComboBox.AddItem("PBR + Par. occl. mapping", MaterialComponent::SHADERTYPE_PBR_PARALLAXOCCLUSIONMAPPING);
shaderTypeComboBox.AddItem("PBR + Anisotropic", MaterialComponent::SHADERTYPE_PBR_ANISOTROPIC);
shaderTypeComboBox.AddItem("PBR + Cloth", MaterialComponent::SHADERTYPE_PBR_CLOTH);
shaderTypeComboBox.AddItem("PBR + Clear coat", MaterialComponent::SHADERTYPE_PBR_CLEARCOAT);
shaderTypeComboBox.AddItem("PBR + Cloth + Clear coat", MaterialComponent::SHADERTYPE_PBR_CLOTH_CLEARCOAT);
shaderTypeComboBox.AddItem("Planar reflections", MaterialComponent::SHADERTYPE_PBR_PLANARREFLECTION);
shaderTypeComboBox.AddItem("Par. occl. mapping", MaterialComponent::SHADERTYPE_PBR_PARALLAXOCCLUSIONMAPPING);
shaderTypeComboBox.AddItem("Anisotropic", MaterialComponent::SHADERTYPE_PBR_ANISOTROPIC);
shaderTypeComboBox.AddItem("Cloth", MaterialComponent::SHADERTYPE_PBR_CLOTH);
shaderTypeComboBox.AddItem("Clear coat", MaterialComponent::SHADERTYPE_PBR_CLEARCOAT);
shaderTypeComboBox.AddItem("Cloth + Clear coat", MaterialComponent::SHADERTYPE_PBR_CLOTH_CLEARCOAT);
shaderTypeComboBox.AddItem("Water", MaterialComponent::SHADERTYPE_WATER);
shaderTypeComboBox.AddItem("Cartoon", MaterialComponent::SHADERTYPE_CARTOON);
shaderTypeComboBox.AddItem("Unlit", MaterialComponent::SHADERTYPE_UNLIT);
@@ -195,7 +205,6 @@ void MaterialWindow::Create(EditorComponent* _editor)
// Sliders:
wid = 150;
normalMapSlider.Create(0, 4, 1, 4000, "Normalmap: ");
normalMapSlider.SetTooltip("How much the normal map should distort the face normals (bumpiness).");
@@ -285,8 +294,7 @@ void MaterialWindow::Create(EditorComponent* _editor)
});
AddWidget(&refractionSlider);
pomSlider.Create(0, 0.1f, 0.0f, 1000, "Parallax Occlusion Mapping: ");
pomSlider.SetTooltip("Adjust how much the bump map should modulate the surface parallax effect. \nOnly works with PBR + Parallax shader.");
pomSlider.Create(0, 0.1f, 0.0f, 1000, "Par Occl Mapping: ");
pomSlider.SetSize(XMFLOAT2(wid, hei));
pomSlider.SetPos(XMFLOAT2(x, y += step));
pomSlider.OnSlide([&](wi::gui::EventArgs args) {
@@ -296,7 +304,7 @@ void MaterialWindow::Create(EditorComponent* _editor)
});
AddWidget(&pomSlider);
displacementMappingSlider.Create(0, 0.1f, 0.0f, 1000, "Displacement Mapping: ");
displacementMappingSlider.Create(0, 0.1f, 0.0f, 1000, "Displacement: ");
displacementMappingSlider.SetTooltip("Adjust how much the bump map should modulate the geometry when using tessellation.");
displacementMappingSlider.SetSize(XMFLOAT2(wid, hei));
displacementMappingSlider.SetPos(XMFLOAT2(x, y += step));
@@ -430,11 +438,10 @@ void MaterialWindow::Create(EditorComponent* _editor)
hei = 20;
step = hei + 2;
x = 10;
y = 0;
materialNameField.Create("MaterialName");
materialNameField.SetTooltip("Set a name for the material...");
materialNameField.SetPos(XMFLOAT2(10, y));
materialNameField.SetPos(XMFLOAT2(10, y += step));
materialNameField.SetSize(XMFLOAT2(300, hei));
materialNameField.OnInputAccepted([=](wi::gui::EventArgs args) {
NameComponent* name = editor->GetCurrentScene().names.GetComponent(entity);
@@ -447,28 +454,6 @@ void MaterialWindow::Create(EditorComponent* _editor)
});
AddWidget(&materialNameField);
newMaterialButton.Create("New Material");
newMaterialButton.SetPos(XMFLOAT2(10 + 5 + 300, y));
newMaterialButton.SetSize(XMFLOAT2(100, hei));
newMaterialButton.OnClick([=](wi::gui::EventArgs args) {
Scene& scene = editor->GetCurrentScene();
Entity entity = scene.Entity_CreateMaterial("editorMaterial");
wi::Archive& archive = editor->AdvanceHistory();
archive << EditorComponent::HISTORYOP_ADD;
editor->RecordSelection(archive);
editor->ClearSelected();
editor->AddSelected(entity);
editor->RefreshEntityTree();
editor->RecordSelection(archive);
editor->RecordAddedEntity(archive, entity);
SetEntity(entity);
});
AddWidget(&newMaterialButton);
colorComboBox.Create("Color picker mode: ");
colorComboBox.SetSize(XMFLOAT2(120, hei));
colorComboBox.SetPos(XMFLOAT2(x + 150, y += step));
@@ -480,7 +465,7 @@ void MaterialWindow::Create(EditorComponent* _editor)
colorComboBox.SetTooltip("Choose the destination data of the color picker.");
AddWidget(&colorComboBox);
colorPicker.Create("Color", false);
colorPicker.Create("Color", wi::gui::Window::WindowControls::NONE);
colorPicker.SetPos(XMFLOAT2(10, y += step));
colorPicker.SetVisible(true);
colorPicker.SetEnabled(true);
@@ -689,7 +674,7 @@ void MaterialWindow::Create(EditorComponent* _editor)
AddWidget(&textureSlotUvsetField);
Translate(XMFLOAT3((float)editor->GetLogicalWidth() - 880, 120, 0));
SetMinimized(true);
SetVisible(false);
SetEntity(INVALID_ENTITY);
@@ -708,9 +693,19 @@ void MaterialWindow::SetEntity(Entity entity)
{
SetEnabled(true);
const NameComponent& name = *scene.names.GetComponent(entity);
materialNameField.SetValue(name.name);
const NameComponent* name = scene.names.GetComponent(entity);
if (name == nullptr)
{
materialNameField.SetValue("[no_name] " + std::to_string(entity));
}
else if (name->name.empty())
{
materialNameField.SetValue("[name_empty] " + std::to_string(entity));
}
else
{
materialNameField.SetValue(name->name);
}
shadowReceiveCheckBox.SetCheck(material->IsReceiveShadow());
shadowCasterCheckBox.SetCheck(material->IsCastingShadow());
useVertexColorsCheckBox.SetCheck(material->IsUsingVertexColors());
@@ -777,8 +772,8 @@ void MaterialWindow::SetEntity(Entity entity)
pomSlider.SetRange(0, 0.99f);
break;
case MaterialComponent::SHADERTYPE_PBR_PARALLAXOCCLUSIONMAPPING:
pomSlider.SetText("Parallax Occlusion Mapping: ");
pomSlider.SetTooltip("Adjust how much the bump map should modulate the surface parallax effect. \nOnly works with PBR + Parallax shader.");
pomSlider.SetText("Par Occl Mapping: ");
pomSlider.SetTooltip("[Parallax Occlusion Mapping] Adjust how much the bump map should modulate the surface parallax effect. \nOnly works with PBR + Parallax shader.");
pomSlider.SetRange(0, 0.1f);
break;
default:
@@ -833,5 +828,4 @@ void MaterialWindow::SetEntity(Entity entity)
textureSlotUvsetField.SetText("");
}
newMaterialButton.SetEnabled(true);
}