#include "stdafx.h" #include "MaterialWindow.h" using namespace wi::graphics; using namespace wi::ecs; using namespace wi::scene; MaterialComponent* get_material(Scene& scene, PickResult x) { MaterialComponent* material = scene.materials.GetComponent(x.entity); if (material == nullptr) { // Material could be selected indirectly as part of selected subset: ObjectComponent* object = scene.objects.GetComponent(x.entity); if (object != nullptr && object->meshID != INVALID_ENTITY) { MeshComponent* mesh = scene.meshes.GetComponent(object->meshID); if (mesh != nullptr) { Entity materialID = mesh->subsets[x.subsetIndex].materialID; material = scene.materials.GetComponent(materialID); } } } return material; }; void MaterialWindow::Create(EditorComponent* _editor) { editor = _editor; wi::gui::Window::Create(ICON_MATERIAL " Material", wi::gui::Window::WindowControls::COLLAPSE | wi::gui::Window::WindowControls::CLOSE | wi::gui::Window::WindowControls::FIT_ALL_WIDGETS_VERTICAL); SetSize(XMFLOAT2(300, 1580)); 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->componentsWnd.RefreshEntityTree(); }); float hei = 18; float step = hei + 2; float x = 150, y = 0; float wid = 130; shadowReceiveCheckBox.Create("Receive Shadow: "); shadowReceiveCheckBox.SetTooltip("Receives shadow or not?"); shadowReceiveCheckBox.SetPos(XMFLOAT2(x, y)); shadowReceiveCheckBox.SetSize(XMFLOAT2(hei, hei)); shadowReceiveCheckBox.OnClick([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetReceiveShadow(args.bValue); } }); AddWidget(&shadowReceiveCheckBox); shadowCasterCheckBox.Create("Cast Shadow: "); shadowCasterCheckBox.SetTooltip("The subset will contribute to the scene shadows if enabled."); shadowCasterCheckBox.SetPos(XMFLOAT2(x, y += step)); shadowCasterCheckBox.SetSize(XMFLOAT2(hei, hei)); shadowCasterCheckBox.OnClick([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetCastShadow(args.bValue); } }); AddWidget(&shadowCasterCheckBox); 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(x, y += step)); useVertexColorsCheckBox.SetSize(XMFLOAT2(hei, hei)); useVertexColorsCheckBox.OnClick([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetUseVertexColors(args.bValue); } }); AddWidget(&useVertexColorsCheckBox); 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(x, y += step)); specularGlossinessCheckBox.SetSize(XMFLOAT2(hei, hei)); specularGlossinessCheckBox.OnClick([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetUseSpecularGlossinessWorkflow(args.bValue); } }); AddWidget(&specularGlossinessCheckBox); occlusionPrimaryCheckBox.Create("Occlusion 1: "); occlusionPrimaryCheckBox.SetTooltip("If enabled, surface map's RED channel will be used as occlusion map"); occlusionPrimaryCheckBox.SetPos(XMFLOAT2(x, y += step)); occlusionPrimaryCheckBox.SetSize(XMFLOAT2(hei, hei)); occlusionPrimaryCheckBox.OnClick([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetOcclusionEnabled_Primary(args.bValue); } }); AddWidget(&occlusionPrimaryCheckBox); occlusionSecondaryCheckBox.Create("Occlusion 2: "); occlusionSecondaryCheckBox.SetTooltip("If enabled, occlusion map's RED channel will be used as occlusion map"); occlusionSecondaryCheckBox.SetPos(XMFLOAT2(x, y += step)); occlusionSecondaryCheckBox.SetSize(XMFLOAT2(hei, hei)); occlusionSecondaryCheckBox.OnClick([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetOcclusionEnabled_Secondary(args.bValue); } }); AddWidget(&occlusionSecondaryCheckBox); vertexAOCheckBox.Create("Vertex AO: "); vertexAOCheckBox.SetTooltip("If enabled, vertex ambient occlusion will be enabled (if it exists)"); vertexAOCheckBox.SetPos(XMFLOAT2(x, y += step)); vertexAOCheckBox.SetSize(XMFLOAT2(hei, hei)); vertexAOCheckBox.OnClick([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetVertexAODisabled(!args.bValue); } }); AddWidget(&vertexAOCheckBox); windCheckBox.Create("Wind: "); windCheckBox.SetTooltip("If enabled, vertex wind weights will affect how much wind offset affects the subset."); windCheckBox.SetPos(XMFLOAT2(x, y += step)); windCheckBox.SetSize(XMFLOAT2(hei, hei)); windCheckBox.OnClick([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetUseWind(args.bValue); } }); AddWidget(&windCheckBox); 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(x, y += step)); doubleSidedCheckBox.SetSize(XMFLOAT2(hei, hei)); doubleSidedCheckBox.OnClick([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetDoubleSided(args.bValue); } }); AddWidget(&doubleSidedCheckBox); outlineCheckBox.Create("Cartoon Outline: "); outlineCheckBox.SetTooltip("Enable cartoon outline. The Cartoon Outline graphics setting also needs to be enabled for it to show up."); outlineCheckBox.SetPos(XMFLOAT2(x, y += step)); outlineCheckBox.SetSize(XMFLOAT2(hei, hei)); outlineCheckBox.OnClick([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetOutlineEnabled(args.bValue); } }); AddWidget(&outlineCheckBox); preferUncompressedCheckBox.Create("Prefer Uncompressed Textures: "); preferUncompressedCheckBox.SetTooltip("For uncompressed textures (jpg, png, etc.) or transcodable textures (KTX2, Basis) here it is possible to enable/disable auto block compression on importing. \nBlock compression can reduce GPU memory usage and improve performance, but it can result in degraded quality."); preferUncompressedCheckBox.SetPos(XMFLOAT2(x, y += step)); preferUncompressedCheckBox.SetSize(XMFLOAT2(hei, hei)); preferUncompressedCheckBox.OnClick([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetPreferUncompressedTexturesEnabled(args.bValue); } textureSlotComboBox.SetSelected(textureSlotComboBox.GetSelected()); // update }); AddWidget(&preferUncompressedCheckBox); disableStreamingCheckBox.Create("Disable Texture Streaming: "); disableStreamingCheckBox.SetTooltip("Disable texture streaming for this material only."); disableStreamingCheckBox.SetPos(XMFLOAT2(x, y += step)); disableStreamingCheckBox.SetSize(XMFLOAT2(hei, hei)); disableStreamingCheckBox.OnClick([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetTextureStreamingDisabled(args.bValue); material->CreateRenderData(true); } textureSlotComboBox.SetSelected(textureSlotComboBox.GetSelected()); // update }); AddWidget(&disableStreamingCheckBox); coplanarCheckBox.Create("Coplanar blending: "); coplanarCheckBox.SetTooltip("If polygons are coplanar to an opaque surface, then the blending can be done in the opaque pass.\nThis can enable some benefits of opaque render pass to a specific transparent surface."); coplanarCheckBox.SetPos(XMFLOAT2(x, y += step)); coplanarCheckBox.SetSize(XMFLOAT2(hei, hei)); coplanarCheckBox.OnClick([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetCoplanarBlending(args.bValue); } }); AddWidget(&coplanarCheckBox); capsuleShadowCheckBox.Create("Capsule Shadow Disabled: "); capsuleShadowCheckBox.SetTooltip("Disable receiving capsule shadows for this material."); capsuleShadowCheckBox.SetPos(XMFLOAT2(x, y += step)); capsuleShadowCheckBox.SetSize(XMFLOAT2(hei, hei)); capsuleShadowCheckBox.OnClick([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetCapsuleShadowDisabled(args.bValue); } }); AddWidget(&capsuleShadowCheckBox); 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)); shaderTypeComboBox.SetSize(XMFLOAT2(wid, hei)); shaderTypeComboBox.OnSelect([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; if (args.iValue >= MaterialComponent::SHADERTYPE_COUNT) { material->SetCustomShaderID(args.iValue - MaterialComponent::SHADERTYPE_COUNT); blendModeComboBox.SetEnabled(false); } else { material->shaderType = (MaterialComponent::SHADERTYPE)args.userdata; material->SetCustomShaderID(-1); blendModeComboBox.SetEnabled(true); } } }); shaderTypeComboBox.SetEnabled(false); shaderTypeComboBox.SetMaxVisibleItemCount(5); AddWidget(&shaderTypeComboBox); blendModeComboBox.Create("Blend mode: "); blendModeComboBox.SetPos(XMFLOAT2(x, y += step)); blendModeComboBox.SetSize(XMFLOAT2(wid, hei)); blendModeComboBox.OnSelect([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->userBlendMode = (wi::enums::BLENDMODE)args.iValue; } }); blendModeComboBox.AddItem("Opaque"); blendModeComboBox.AddItem("Alpha"); blendModeComboBox.AddItem("Premultiplied"); blendModeComboBox.AddItem("Additive"); blendModeComboBox.AddItem("Multiply"); blendModeComboBox.SetEnabled(false); blendModeComboBox.SetTooltip("Set the blend mode of the material."); AddWidget(&blendModeComboBox); shadingRateComboBox.Create("Shading Rate: "); shadingRateComboBox.SetTooltip("Select shading rate for this material. \nSelecting larger shading rate will decrease rendering quality of this material, \nbut increases performance.\nRequires hardware support for variable shading rate"); shadingRateComboBox.SetPos(XMFLOAT2(x, y += step)); shadingRateComboBox.SetSize(XMFLOAT2(wid, hei)); shadingRateComboBox.OnSelect([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->shadingRate = (ShadingRate)args.iValue; } }); shadingRateComboBox.AddItem("1X1"); shadingRateComboBox.AddItem("1X2"); shadingRateComboBox.AddItem("2X1"); shadingRateComboBox.AddItem("2X2"); shadingRateComboBox.AddItem("2X4"); shadingRateComboBox.AddItem("4X2"); shadingRateComboBox.AddItem("4X4"); shadingRateComboBox.SetEnabled(false); shadingRateComboBox.SetMaxVisibleItemCount(4); AddWidget(&shadingRateComboBox); // Sliders: normalMapSlider.Create(0, 4, 1, 4000, "Normalmap: "); normalMapSlider.SetTooltip("How much the normal map should distort the face normals (bumpiness)."); normalMapSlider.SetSize(XMFLOAT2(wid, hei)); normalMapSlider.SetPos(XMFLOAT2(x, y += step)); normalMapSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetNormalMapStrength(args.fValue); } }); AddWidget(&normalMapSlider); roughnessSlider.Create(0, 1, 0.5f, 1000, "Roughness: "); roughnessSlider.SetTooltip("Adjust the surface roughness. Rough surfaces are less shiny, more matte."); roughnessSlider.SetSize(XMFLOAT2(wid, hei)); roughnessSlider.SetPos(XMFLOAT2(x, y += step)); roughnessSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetRoughness(args.fValue); } }); AddWidget(&roughnessSlider); reflectanceSlider.Create(0, 1, 0.5f, 1000, "Reflectance: "); reflectanceSlider.SetTooltip("Adjust the surface [non-metal] reflectivity (also called specularFactor).\nNote: this is not available in specular-glossiness workflow"); reflectanceSlider.SetSize(XMFLOAT2(wid, hei)); reflectanceSlider.SetPos(XMFLOAT2(x, y += step)); reflectanceSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetReflectance(args.fValue); } }); AddWidget(&reflectanceSlider); metalnessSlider.Create(0, 1, 0.0f, 1000, "Metalness: "); metalnessSlider.SetTooltip("The more metal-like the surface is, the more the its color will contribute to the reflection color.\nNote: this is not available in specular-glossiness workflow"); metalnessSlider.SetSize(XMFLOAT2(wid, hei)); metalnessSlider.SetPos(XMFLOAT2(x, y += step)); metalnessSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetMetalness(args.fValue); } }); AddWidget(&metalnessSlider); alphaRefSlider.Create(0, 1, 1.0f, 1000, "AlphaRef: "); alphaRefSlider.SetTooltip("Adjust the alpha cutoff threshold. Alpha cutout can affect performance"); alphaRefSlider.SetSize(XMFLOAT2(wid, hei)); alphaRefSlider.SetPos(XMFLOAT2(x, y += step)); alphaRefSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetAlphaRef(args.fValue); } }); AddWidget(&alphaRefSlider); emissiveSlider.Create(0, 10, 0.0f, 1000, "Emissive: "); emissiveSlider.SetTooltip("Adjust the light emission of the surface. The color of the light emitted is that of the color of the material."); emissiveSlider.SetSize(XMFLOAT2(wid, hei)); emissiveSlider.SetPos(XMFLOAT2(x, y += step)); emissiveSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetEmissiveStrength(args.fValue); } }); AddWidget(&emissiveSlider); saturationSlider.Create(0, 2, 1, 1000, "Saturation: "); saturationSlider.SetTooltip("Adjust the saturation of the material."); saturationSlider.SetSize(XMFLOAT2(wid, hei)); saturationSlider.SetPos(XMFLOAT2(x, y += step)); saturationSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetSaturation(args.fValue); } }); AddWidget(&saturationSlider); cloakSlider.Create(0, 1.0f, 0.02f, 1000, "Cloak: "); cloakSlider.SetTooltip("The cloak effect is a combination of transmission, refraction and roughness, without color tinging."); cloakSlider.SetSize(XMFLOAT2(wid, hei)); cloakSlider.SetPos(XMFLOAT2(x, y += step)); cloakSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetCloakAmount(args.fValue); } }); AddWidget(&cloakSlider); chromaticAberrationSlider.Create(0, 10.0f, 0, 1000, "Chromatic aberration: "); chromaticAberrationSlider.SetTooltip("Separation of RGB colors inside transmissive material."); chromaticAberrationSlider.SetSize(XMFLOAT2(wid, hei)); chromaticAberrationSlider.SetPos(XMFLOAT2(x, y += step)); chromaticAberrationSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetChromaticAberrationAmount(args.fValue); } }); AddWidget(&chromaticAberrationSlider); transmissionSlider.Create(0, 1.0f, 0.02f, 1000, "Transmission: "); transmissionSlider.SetTooltip("Adjust the transmissiveness. More transmissiveness means more diffuse light is transmitted instead of absorbed."); transmissionSlider.SetSize(XMFLOAT2(wid, hei)); transmissionSlider.SetPos(XMFLOAT2(x, y += step)); transmissionSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetTransmissionAmount(args.fValue); } }); AddWidget(&transmissionSlider); refractionSlider.Create(0, 1, 0, 1000, "Refraction: "); refractionSlider.SetTooltip("Adjust the refraction amount for transmissive materials."); refractionSlider.SetSize(XMFLOAT2(wid, hei)); refractionSlider.SetPos(XMFLOAT2(x, y += step)); refractionSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetRefractionAmount(args.fValue); } }); AddWidget(&refractionSlider); pomSlider.Create(0, 1.0f, 0.0f, 1000, "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.SetSize(XMFLOAT2(wid, hei)); pomSlider.SetPos(XMFLOAT2(x, y += step)); pomSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetParallaxOcclusionMapping(args.fValue); } }); AddWidget(&pomSlider); anisotropyStrengthSlider.Create(0, 1.0f, 0.0f, 1000, "Anisotropy Strength: "); anisotropyStrengthSlider.SetTooltip("Adjust anisotropy specular effect's strength. \nOnly works with PBR + Anisotropic shader."); anisotropyStrengthSlider.SetSize(XMFLOAT2(wid, hei)); anisotropyStrengthSlider.SetPos(XMFLOAT2(x, y += step)); anisotropyStrengthSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->anisotropy_strength = args.fValue; } }); AddWidget(&anisotropyStrengthSlider); anisotropyRotationSlider.Create(0, 360, 0.0f, 360, "Anisotropy Rot: "); anisotropyRotationSlider.SetTooltip("Adjust anisotropy specular effect's rotation. \nOnly works with PBR + Anisotropic shader."); anisotropyRotationSlider.SetSize(XMFLOAT2(wid, hei)); anisotropyRotationSlider.SetPos(XMFLOAT2(x, y += step)); anisotropyRotationSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->anisotropy_rotation = wi::math::DegreesToRadians(args.fValue); } }); AddWidget(&anisotropyRotationSlider); displacementMappingSlider.Create(0, 10.0f, 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)); displacementMappingSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetDisplacementMapping(args.fValue); } }); AddWidget(&displacementMappingSlider); subsurfaceScatteringSlider.Create(0, 2, 0.0f, 1000, "Subsurface Scattering: "); subsurfaceScatteringSlider.SetTooltip("Subsurface scattering amount. \nYou can also adjust the subsurface color by selecting it in the color picker"); subsurfaceScatteringSlider.SetSize(XMFLOAT2(wid, hei)); subsurfaceScatteringSlider.SetPos(XMFLOAT2(x, y += step)); subsurfaceScatteringSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetSubsurfaceScatteringAmount(args.fValue); } }); AddWidget(&subsurfaceScatteringSlider); texAnimFrameRateSlider.Create(0, 60, 0, 60, "Texcoord anim FPS: "); texAnimFrameRateSlider.SetTooltip("Adjust the texture animation frame rate (frames per second). Any value above 0 will make the material dynamic."); texAnimFrameRateSlider.SetSize(XMFLOAT2(wid, hei)); texAnimFrameRateSlider.SetPos(XMFLOAT2(x, y += step)); texAnimFrameRateSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->texAnimFrameRate = args.fValue; } }); AddWidget(&texAnimFrameRateSlider); texAnimDirectionSliderU.Create(-0.05f, 0.05f, 0, 1000, "Texcoord anim U: "); texAnimDirectionSliderU.SetTooltip("Adjust the texture animation speed along the U direction in texture space."); texAnimDirectionSliderU.SetSize(XMFLOAT2(wid, hei)); texAnimDirectionSliderU.SetPos(XMFLOAT2(x, y += step)); texAnimDirectionSliderU.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->texAnimDirection.x = args.fValue; } }); AddWidget(&texAnimDirectionSliderU); texAnimDirectionSliderV.Create(-0.05f, 0.05f, 0, 1000, "Texcoord anim V: "); texAnimDirectionSliderV.SetTooltip("Adjust the texture animation speed along the V direction in texture space."); texAnimDirectionSliderV.SetSize(XMFLOAT2(wid, hei)); texAnimDirectionSliderV.SetPos(XMFLOAT2(x, y += step)); texAnimDirectionSliderV.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->texAnimDirection.y = args.fValue; } }); AddWidget(&texAnimDirectionSliderV); texMulSliderX.Create(0.01f, 10.0f, 0, 1000, "Texture TileSize X: "); texMulSliderX.SetTooltip("Adjust the texture mapping size."); texMulSliderX.SetSize(XMFLOAT2(wid, hei)); texMulSliderX.SetPos(XMFLOAT2(x, y += step)); texMulSliderX.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetDirty(); material->texMulAdd.x = args.fValue; } }); AddWidget(&texMulSliderX); texMulSliderY.Create(0.01f, 10.0f, 0, 1000, "Texture TileSize Y: "); texMulSliderY.SetTooltip("Adjust the texture mapping size."); texMulSliderY.SetSize(XMFLOAT2(wid, hei)); texMulSliderY.SetPos(XMFLOAT2(x, y += step)); texMulSliderY.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetDirty(); material->texMulAdd.y = args.fValue; } }); AddWidget(&texMulSliderY); sheenRoughnessSlider.Create(0, 1, 0, 1000, "Sheen Roughness: "); sheenRoughnessSlider.SetTooltip("This affects roughness of sheen layer for cloth shading."); sheenRoughnessSlider.SetSize(XMFLOAT2(wid, hei)); sheenRoughnessSlider.SetPos(XMFLOAT2(x, y += step)); sheenRoughnessSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetSheenRoughness(args.fValue); } }); AddWidget(&sheenRoughnessSlider); clearcoatSlider.Create(0, 1, 0, 1000, "Clearcoat: "); clearcoatSlider.SetTooltip("This affects clearcoat layer blending."); clearcoatSlider.SetSize(XMFLOAT2(wid, hei)); clearcoatSlider.SetPos(XMFLOAT2(x, y += step)); clearcoatSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetClearcoatFactor(args.fValue); } }); AddWidget(&clearcoatSlider); clearcoatRoughnessSlider.Create(0, 1, 0, 1000, "Clearcoat Roughness: "); clearcoatRoughnessSlider.SetTooltip("This affects roughness of clear coat layer."); clearcoatRoughnessSlider.SetSize(XMFLOAT2(wid, hei)); clearcoatRoughnessSlider.SetPos(XMFLOAT2(x, y += step)); clearcoatRoughnessSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetClearcoatRoughness(args.fValue); } }); AddWidget(&clearcoatRoughnessSlider); blendTerrainSlider.Create(0, 2, 0, 1000, "Blend with terrain: "); blendTerrainSlider.SetTooltip("Blend with terrain height."); blendTerrainSlider.SetSize(XMFLOAT2(wid, hei)); blendTerrainSlider.SetPos(XMFLOAT2(x, y += step)); blendTerrainSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetBlendWithTerrainHeight(args.fValue); } }); AddWidget(&blendTerrainSlider); interiorScaleXSlider.Create(1, 10, 1, 1000, "Interior Scale X: "); interiorScaleXSlider.SetTooltip("Set the cubemap scale for the interior mapping (if material uses interior mapping shader)"); interiorScaleXSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetInteriorMappingScale(XMFLOAT3(args.fValue, material->interiorMappingScale.y, material->interiorMappingScale.z)); } }); AddWidget(&interiorScaleXSlider); interiorScaleYSlider.Create(1, 10, 1, 1000, "Interior Scale Y: "); interiorScaleYSlider.SetTooltip("Set the cubemap scale for the interior mapping (if material uses interior mapping shader)"); interiorScaleYSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetInteriorMappingScale(XMFLOAT3(material->interiorMappingScale.x, args.fValue, material->interiorMappingScale.z)); } }); AddWidget(&interiorScaleYSlider); interiorScaleZSlider.Create(1, 10, 1, 1000, "Interior Scale Z: "); interiorScaleZSlider.SetTooltip("Set the cubemap scale for the interior mapping (if material uses interior mapping shader)"); interiorScaleZSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetInteriorMappingScale(XMFLOAT3(material->interiorMappingScale.x, material->interiorMappingScale.y, args.fValue)); } }); AddWidget(&interiorScaleZSlider); interiorOffsetXSlider.Create(-10, 10, 0, 2000, "Interior Offset X: "); interiorOffsetXSlider.SetTooltip("Set the cubemap offset for the interior mapping (if material uses interior mapping shader)"); interiorOffsetXSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetInteriorMappingOffset(XMFLOAT3(args.fValue, material->interiorMappingOffset.y, material->interiorMappingOffset.z)); } }); AddWidget(&interiorOffsetXSlider); interiorOffsetYSlider.Create(-10, 10, 0, 2000, "Interior Offset Y: "); interiorOffsetYSlider.SetTooltip("Set the cubemap offset for the interior mapping (if material uses interior mapping shader)"); interiorOffsetYSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetInteriorMappingOffset(XMFLOAT3(material->interiorMappingOffset.x, args.fValue, material->interiorMappingOffset.z)); } }); AddWidget(&interiorOffsetYSlider); interiorOffsetZSlider.Create(-10, 10, 0, 2000, "Interior Offset Z: "); interiorOffsetZSlider.SetTooltip("Set the cubemap offset for the interior mapping (if material uses interior mapping shader)"); interiorOffsetZSlider.OnSlide([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetInteriorMappingOffset(XMFLOAT3(material->interiorMappingOffset.x, material->interiorMappingOffset.y, args.fValue)); } }); AddWidget(&interiorOffsetZSlider); interiorRotationSlider.Create(0, 360, 0, 360, "Interior Rotation: "); interiorRotationSlider.SetTooltip("Set the cubemap horizontal rotation for the interior mapping (if material uses interior mapping shader)"); interiorRotationSlider.OnSlide([&](wi::gui::EventArgs args) { float radians = wi::math::DegreesToRadians(args.fValue); wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; material->SetInteriorMappingRotation(radians); } }); AddWidget(&interiorRotationSlider); // hei = 20; step = hei + 2; x = 10; materialNameField.Create("MaterialName"); materialNameField.SetTooltip("Set a name for the material..."); materialNameField.SetPos(XMFLOAT2(10, y += step)); materialNameField.SetSize(XMFLOAT2(300, hei)); materialNameField.OnInputAccepted([=](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { NameComponent* name = scene.names.GetComponent(x.entity); if (name == nullptr) continue; *name = args.sValue; editor->componentsWnd.RefreshEntityTree(); } }); AddWidget(&materialNameField); colorComboBox.Create("Color picker mode: "); colorComboBox.SetSize(XMFLOAT2(120, hei)); colorComboBox.SetPos(XMFLOAT2(x + 150, y += step)); colorComboBox.AddItem("Base color"); colorComboBox.AddItem("Specular color"); colorComboBox.AddItem("Emissive color"); colorComboBox.AddItem("Subsurface color"); colorComboBox.AddItem("Sheen color"); colorComboBox.AddItem("Extinction color"); colorComboBox.SetTooltip("Choose the destination data of the color picker."); AddWidget(&colorComboBox); colorPicker.Create("Color", wi::gui::Window::WindowControls::NONE); colorPicker.SetPos(XMFLOAT2(10, y += step)); colorPicker.SetVisible(true); colorPicker.SetEnabled(true); colorPicker.OnColorChanged([&](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; switch (colorComboBox.GetSelected()) { default: case 0: material->SetBaseColor(args.color.toFloat4()); break; case 1: material->SetSpecularColor(args.color.toFloat4()); break; case 2: { XMFLOAT3 col = args.color.toFloat3(); material->SetEmissiveColor(XMFLOAT4(col.x, col.y, col.z, material->GetEmissiveStrength())); } break; case 3: material->SetSubsurfaceScatteringColor(args.color.toFloat3()); break; case 4: material->SetSheenColor(args.color.toFloat3()); break; case 5: material->SetExtinctionColor(args.color.toFloat4()); break; } } }); AddWidget(&colorPicker); // Textures: y += colorPicker.GetScale().y; textureSlotComboBox.Create("Texture Slot: "); textureSlotComboBox.SetSize(XMFLOAT2(170, hei)); textureSlotComboBox.SetPos(XMFLOAT2(x + 100, y += step)); for (int i = 0; i < MaterialComponent::TEXTURESLOT_COUNT; ++i) { switch (i) { case MaterialComponent::BASECOLORMAP: textureSlotComboBox.AddItem("BaseColor map"); break; case MaterialComponent::NORMALMAP: textureSlotComboBox.AddItem("Normal map"); break; case MaterialComponent::SURFACEMAP: textureSlotComboBox.AddItem("Surface map"); break; case MaterialComponent::EMISSIVEMAP: textureSlotComboBox.AddItem("Emissive map"); break; case MaterialComponent::OCCLUSIONMAP: textureSlotComboBox.AddItem("Occlusion map"); break; case MaterialComponent::DISPLACEMENTMAP: textureSlotComboBox.AddItem("Displacement map"); break; case MaterialComponent::TRANSMISSIONMAP: textureSlotComboBox.AddItem("Transmission map"); break; case MaterialComponent::SHEENCOLORMAP: textureSlotComboBox.AddItem("SheenColor map"); break; case MaterialComponent::SHEENROUGHNESSMAP: textureSlotComboBox.AddItem("SheenRoughness map"); break; case MaterialComponent::CLEARCOATMAP: textureSlotComboBox.AddItem("Clearcoat map"); break; case MaterialComponent::CLEARCOATROUGHNESSMAP: textureSlotComboBox.AddItem("ClearcoatRoughness map"); break; case MaterialComponent::CLEARCOATNORMALMAP: textureSlotComboBox.AddItem("ClearcoatNormal map"); break; case MaterialComponent::SPECULARMAP: textureSlotComboBox.AddItem("Specular map"); break; case MaterialComponent::ANISOTROPYMAP: textureSlotComboBox.AddItem("Anisotropy map"); break; case MaterialComponent::TRANSPARENCYMAP: textureSlotComboBox.AddItem("Transparency map"); break; default: break; } } textureSlotComboBox.OnSelect([this](wi::gui::EventArgs args) { std::string tooltiptext; switch (args.iValue) { case MaterialComponent::BASECOLORMAP: tooltiptext = "RGBA: Basecolor"; break; case MaterialComponent::NORMALMAP: tooltiptext = "RG: Normal"; break; case MaterialComponent::SURFACEMAP: tooltiptext = "Default workflow: R: Occlusion, G: Roughness, B: Metalness, A: Reflectance\nSpecular-glossiness workflow: RGB: Specular color (f0), A: smoothness"; break; case MaterialComponent::EMISSIVEMAP: tooltiptext = "RGBA: Emissive"; break; case MaterialComponent::OCCLUSIONMAP: tooltiptext = "R: Occlusion"; break; case MaterialComponent::DISPLACEMENTMAP: tooltiptext = "R: Displacement heightmap"; break; case MaterialComponent::TRANSMISSIONMAP: tooltiptext = "R: Transmission factor"; break; case MaterialComponent::SHEENCOLORMAP: tooltiptext = "RGB: Sheen color"; break; case MaterialComponent::SHEENROUGHNESSMAP: tooltiptext = "A: Roughness"; break; case MaterialComponent::CLEARCOATMAP: tooltiptext = "R: Clearcoat factor"; break; case MaterialComponent::CLEARCOATROUGHNESSMAP: tooltiptext = "G: Roughness"; break; case MaterialComponent::CLEARCOATNORMALMAP: tooltiptext = "RG: Normal"; break; case MaterialComponent::SPECULARMAP: tooltiptext = "RGB: Specular color, A: Specular intensity [non-metal]"; break; case MaterialComponent::ANISOTROPYMAP: tooltiptext = "RG: The anisotropy texture. Red and green channels represent the anisotropy direction in [-1, 1] tangent, bitangent space.\nThe vector is rotated by anisotropyRotation, and multiplied by anisotropyStrength, to obtain the final anisotropy direction and strength."; break; case MaterialComponent::TRANSPARENCYMAP: tooltiptext = "R: transparency."; break; default: break; } MaterialComponent* material = editor->GetCurrentScene().materials.GetComponent(entity); if (material != nullptr) { textureSlotButton.SetImage(material->textures[args.iValue].resource); if (material->textures[args.iValue].resource.IsValid()) { const Texture& texture = material->textures[args.iValue].resource.GetTexture(); tooltiptext += "\nResolution: " + std::to_string(texture.desc.width) + " * " + std::to_string(texture.desc.height); if (texture.desc.array_size > 0) { tooltiptext += " * " + std::to_string(texture.desc.array_size); } if (has_flag(texture.desc.misc_flags, ResourceMiscFlag::TEXTURECUBE)) { tooltiptext += " (cubemap)"; } tooltiptext += "\nMip levels: " + std::to_string(texture.desc.mip_levels); tooltiptext += "\nFormat: "; tooltiptext += GetFormatString(texture.desc.format); tooltiptext += "\nSwizzle: "; tooltiptext += GetSwizzleString(texture.desc.swizzle); tooltiptext += "\nMemory: " + wi::helper::GetMemorySizeText(ComputeTextureMemorySizeInBytes(texture.desc)); } } textureSlotButton.SetTooltip(tooltiptext); }); textureSlotComboBox.SetSelected(0); textureSlotComboBox.SetTooltip("Choose the texture slot to modify."); AddWidget(&textureSlotComboBox); textureSlotButton.Create(""); textureSlotButton.SetSize(XMFLOAT2(180, 180)); textureSlotButton.SetPos(XMFLOAT2(textureSlotComboBox.GetPosition().x + textureSlotComboBox.GetScale().x - textureSlotButton.GetScale().x, y += step)); textureSlotButton.sprites[wi::gui::IDLE].params.color = wi::Color::White(); textureSlotButton.sprites[wi::gui::FOCUS].params.color = wi::Color::Gray(); textureSlotButton.sprites[wi::gui::ACTIVE].params.color = wi::Color::White(); textureSlotButton.sprites[wi::gui::DEACTIVATING].params.color = wi::Color::Gray(); textureSlotButton.OnClick([this](wi::gui::EventArgs args) { MaterialComponent* material = editor->GetCurrentScene().materials.GetComponent(entity); if (material == nullptr) return; int slot = textureSlotComboBox.GetSelected(); if (material->textures[slot].resource.IsValid()) { wi::Archive& archive = editor->AdvanceHistory(); archive << EditorComponent::HISTORYOP_COMPONENT_DATA; editor->RecordEntity(archive, entity); material->textures[slot].resource = {}; material->textures[slot].name = ""; material->SetDirty(); textureSlotLabel.SetText(""); editor->RecordEntity(archive, entity); } else { wi::helper::FileDialogParams params; params.type = wi::helper::FileDialogParams::OPEN; params.description = "Texture"; params.extensions = wi::resourcemanager::GetSupportedImageExtensions(); wi::helper::FileDialog(params, [this, material, slot](std::string fileName) { wi::eventhandler::Subscribe_Once(wi::eventhandler::EVENT_THREAD_SAFE_POINT, [=](uint64_t userdata) { wi::resourcemanager::Flags flags = material->GetTextureSlotResourceFlags(MaterialComponent::TEXTURESLOT(slot)); material->textures[slot].resource = wi::resourcemanager::Load(fileName, flags); material->textures[slot].name = fileName; material->SetDirty(); textureSlotLabel.SetText(wi::helper::GetFileNameFromPath(fileName)); textureSlotComboBox.SetSelected(slot); }); }); } }); AddWidget(&textureSlotButton); y += textureSlotButton.GetScale().y - step + 2; textureSlotLabel.Create(""); textureSlotLabel.SetPos(XMFLOAT2(x, y += step)); textureSlotLabel.SetSize(XMFLOAT2(colorPicker.GetScale().x - hei - 2, hei)); AddWidget(&textureSlotLabel); textureSlotUvsetField.Create("uvset"); textureSlotUvsetField.SetText(""); textureSlotUvsetField.SetTooltip("uv set number"); textureSlotUvsetField.SetPos(XMFLOAT2(x + textureSlotLabel.GetScale().x + 2, y)); textureSlotUvsetField.SetSize(XMFLOAT2(hei, hei)); textureSlotUvsetField.OnInputAccepted([this](wi::gui::EventArgs args) { wi::scene::Scene& scene = editor->GetCurrentScene(); for (auto& x : editor->translator.selected) { MaterialComponent* material = get_material(scene, x); if (material == nullptr) continue; int slot = textureSlotComboBox.GetSelected(); material->textures[slot].uvset = (uint32_t)args.iValue; } }); AddWidget(&textureSlotUvsetField); SetMinimized(true); SetVisible(false); SetEntity(INVALID_ENTITY); } void MaterialWindow::SetEntity(Entity entity) { bool changed = this->entity != entity; this->entity = entity; Scene& scene = editor->GetCurrentScene(); MaterialComponent* material = scene.materials.GetComponent(entity); if (material != nullptr) { SetEnabled(true); 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()); specularGlossinessCheckBox.SetCheck(material->IsUsingSpecularGlossinessWorkflow()); occlusionPrimaryCheckBox.SetCheck(material->IsOcclusionEnabled_Primary()); occlusionSecondaryCheckBox.SetCheck(material->IsOcclusionEnabled_Secondary()); vertexAOCheckBox.SetCheck(!material->IsVertexAODisabled()); windCheckBox.SetCheck(material->IsUsingWind()); doubleSidedCheckBox.SetCheck(material->IsDoubleSided()); outlineCheckBox.SetCheck(material->IsOutlineEnabled()); preferUncompressedCheckBox.SetCheck(material->IsPreferUncompressedTexturesEnabled()); disableStreamingCheckBox.SetCheck(material->IsTextureStreamingDisabled()); coplanarCheckBox.SetCheck(material->IsCoplanarBlending()); capsuleShadowCheckBox.SetCheck(material->IsCapsuleShadowDisabled()); normalMapSlider.SetValue(material->normalMapStrength); roughnessSlider.SetValue(material->roughness); reflectanceSlider.SetValue(material->reflectance); metalnessSlider.SetValue(material->metalness); cloakSlider.SetValue(material->cloak); chromaticAberrationSlider.SetValue(material->chromatic_aberration); transmissionSlider.SetValue(material->transmission); refractionSlider.SetValue(material->refraction); emissiveSlider.SetValue(material->emissiveColor.w); saturationSlider.SetValue(material->saturation); pomSlider.SetValue(material->parallaxOcclusionMapping); anisotropyStrengthSlider.SetValue(material->anisotropy_strength); anisotropyRotationSlider.SetValue(wi::math::RadiansToDegrees(material->anisotropy_rotation)); displacementMappingSlider.SetValue(material->displacementMapping); subsurfaceScatteringSlider.SetValue(material->subsurfaceScattering.w); texAnimFrameRateSlider.SetValue(material->texAnimFrameRate); texAnimDirectionSliderU.SetValue(material->texAnimDirection.x); texAnimDirectionSliderV.SetValue(material->texAnimDirection.y); texMulSliderX.SetValue(material->texMulAdd.x); texMulSliderY.SetValue(material->texMulAdd.y); alphaRefSlider.SetValue(material->alphaRef); blendModeComboBox.SetSelectedWithoutCallback((int)material->userBlendMode); shaderTypeComboBox.ClearItems(); shaderTypeComboBox.AddItem("PBR", MaterialComponent::SHADERTYPE_PBR); 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("Terrain blended", MaterialComponent::SHADERTYPE_PBR_TERRAINBLENDED); shaderTypeComboBox.AddItem("Water", MaterialComponent::SHADERTYPE_WATER); shaderTypeComboBox.AddItem("Cartoon", MaterialComponent::SHADERTYPE_CARTOON); shaderTypeComboBox.AddItem("Unlit", MaterialComponent::SHADERTYPE_UNLIT); shaderTypeComboBox.AddItem("Interior", MaterialComponent::SHADERTYPE_INTERIORMAPPING); for (auto& x : wi::renderer::GetCustomShaders()) { shaderTypeComboBox.AddItem("*" + x.name); } if (material->GetCustomShaderID() >= 0) { shaderTypeComboBox.SetSelectedWithoutCallback(MaterialComponent::SHADERTYPE_COUNT + material->GetCustomShaderID()); } else { shaderTypeComboBox.SetSelectedByUserdataWithoutCallback(material->shaderType); } shadingRateComboBox.SetSelectedWithoutCallback((int)material->shadingRate); colorComboBox.SetEnabled(true); colorPicker.SetEnabled(true); switch (colorComboBox.GetSelected()) { default: case 0: colorPicker.SetPickColor(wi::Color::fromFloat4(material->baseColor)); break; case 1: colorPicker.SetPickColor(wi::Color::fromFloat4(material->specularColor)); break; case 2: colorPicker.SetPickColor(wi::Color::fromFloat3(XMFLOAT3(material->emissiveColor.x, material->emissiveColor.y, material->emissiveColor.z))); break; case 3: colorPicker.SetPickColor(wi::Color::fromFloat3(XMFLOAT3(material->subsurfaceScattering.x, material->subsurfaceScattering.y, material->subsurfaceScattering.z))); break; case 4: colorPicker.SetPickColor(wi::Color::fromFloat3(XMFLOAT3(material->sheenColor.x, material->sheenColor.y, material->sheenColor.z))); break; case 5: colorPicker.SetPickColor(wi::Color::fromFloat4(material->extinctionColor)); break; } sheenRoughnessSlider.SetEnabled(false); clearcoatSlider.SetEnabled(false); clearcoatRoughnessSlider.SetEnabled(false); switch (material->shaderType) { case MaterialComponent::SHADERTYPE_PBR_CLOTH: sheenRoughnessSlider.SetEnabled(true); break; case MaterialComponent::SHADERTYPE_PBR_CLEARCOAT: clearcoatSlider.SetEnabled(true); clearcoatRoughnessSlider.SetEnabled(true); break; case MaterialComponent::SHADERTYPE_PBR_CLOTH_CLEARCOAT: sheenRoughnessSlider.SetEnabled(true); clearcoatSlider.SetEnabled(true); clearcoatRoughnessSlider.SetEnabled(true); break; } sheenRoughnessSlider.SetValue(material->sheenRoughness); clearcoatSlider.SetValue(material->clearcoat); clearcoatRoughnessSlider.SetValue(material->clearcoatRoughness); blendTerrainSlider.SetValue(material->blend_with_terrain_height); interiorScaleXSlider.SetValue(material->interiorMappingScale.x); interiorScaleYSlider.SetValue(material->interiorMappingScale.y); interiorScaleZSlider.SetValue(material->interiorMappingScale.z); interiorOffsetXSlider.SetValue(material->interiorMappingOffset.x); interiorOffsetYSlider.SetValue(material->interiorMappingOffset.y); interiorOffsetZSlider.SetValue(material->interiorMappingOffset.z); interiorRotationSlider.SetValue(wi::math::RadiansToDegrees(material->interiorMappingRotation)); shadingRateComboBox.SetEnabled(wi::graphics::GetDevice()->CheckCapability(GraphicsDeviceCapability::VARIABLE_RATE_SHADING)); if (material->IsUsingSpecularGlossinessWorkflow()) { reflectanceSlider.SetEnabled(false); metalnessSlider.SetEnabled(false); } int slot = textureSlotComboBox.GetSelected(); textureSlotButton.SetImage(material->textures[slot].resource); textureSlotLabel.SetText(wi::helper::GetFileNameFromPath(material->textures[slot].name)); textureSlotUvsetField.SetText(std::to_string(material->textures[slot].uvset)); if (changed) { textureSlotComboBox.SetSelected(slot); } } else { materialNameField.SetValue("No material selected"); SetEnabled(false); colorComboBox.SetEnabled(false); colorPicker.SetEnabled(false); textureSlotButton.SetImage(wi::Resource()); textureSlotLabel.SetText(""); textureSlotUvsetField.SetText(""); } } void MaterialWindow::ResizeLayout() { wi::gui::Window::ResizeLayout(); const float padding = 4; const float width = GetWidgetAreaSize().x; float y = padding; float jump = 20; auto add = [&](wi::gui::Widget& widget) { if (!widget.IsVisible()) return; const float margin_left = 150; const float margin_right = 40; widget.SetPos(XMFLOAT2(margin_left, y)); widget.SetSize(XMFLOAT2(width - margin_left - margin_right, widget.GetScale().y)); y += widget.GetSize().y; y += padding; }; auto add_right = [&](wi::gui::Widget& widget) { if (!widget.IsVisible()) return; const float margin_right = 40; widget.SetPos(XMFLOAT2(width - margin_right - widget.GetSize().x, y)); y += widget.GetSize().y; y += padding; }; auto add_fullwidth = [&](wi::gui::Widget& widget) { if (!widget.IsVisible()) return; const float margin_left = padding; const float margin_right = padding; widget.SetPos(XMFLOAT2(margin_left, y)); widget.SetSize(XMFLOAT2(width - margin_left - margin_right, widget.GetScale().y)); y += widget.GetSize().y; y += padding; }; Scene& scene = editor->GetCurrentScene(); MaterialComponent* material = scene.materials.GetComponent(entity); add_fullwidth(materialNameField); add_right(shadowReceiveCheckBox); add_right(shadowCasterCheckBox); add_right(useVertexColorsCheckBox); add_right(specularGlossinessCheckBox); add_right(occlusionPrimaryCheckBox); add_right(occlusionSecondaryCheckBox); add_right(vertexAOCheckBox); add_right(windCheckBox); add_right(doubleSidedCheckBox); add_right(outlineCheckBox); add_right(preferUncompressedCheckBox); add_right(disableStreamingCheckBox); add_right(coplanarCheckBox); add_right(capsuleShadowCheckBox); add(shaderTypeComboBox); add(blendModeComboBox); add(shadingRateComboBox); add(alphaRefSlider); add(normalMapSlider); add(roughnessSlider); add(reflectanceSlider); add(metalnessSlider); add(emissiveSlider); add(saturationSlider); add(cloakSlider); add(chromaticAberrationSlider); add(transmissionSlider); add(refractionSlider); add(pomSlider); add(anisotropyStrengthSlider); add(anisotropyRotationSlider); add(displacementMappingSlider); add(subsurfaceScatteringSlider); add(texAnimFrameRateSlider); add(texAnimDirectionSliderU); add(texAnimDirectionSliderV); add(texMulSliderX); add(texMulSliderY); add(sheenRoughnessSlider); add(clearcoatSlider); add(clearcoatRoughnessSlider); add(blendTerrainSlider); if (material != nullptr && material->shaderType == MaterialComponent::SHADERTYPE_INTERIORMAPPING) { interiorScaleXSlider.SetVisible(true); interiorScaleYSlider.SetVisible(true); interiorScaleZSlider.SetVisible(true); interiorOffsetXSlider.SetVisible(true); interiorOffsetYSlider.SetVisible(true); interiorOffsetZSlider.SetVisible(true); interiorRotationSlider.SetVisible(true); add(interiorScaleXSlider); add(interiorScaleYSlider); add(interiorScaleZSlider); add(interiorOffsetXSlider); add(interiorOffsetYSlider); add(interiorOffsetZSlider); add(interiorRotationSlider); } else { interiorScaleXSlider.SetVisible(false); interiorScaleYSlider.SetVisible(false); interiorScaleZSlider.SetVisible(false); interiorOffsetXSlider.SetVisible(false); interiorOffsetYSlider.SetVisible(false); interiorOffsetZSlider.SetVisible(false); interiorRotationSlider.SetVisible(false); } add(colorComboBox); add_fullwidth(colorPicker); add(textureSlotComboBox); add_fullwidth(textureSlotButton); add_fullwidth(textureSlotLabel); textureSlotLabel.SetSize(XMFLOAT2(textureSlotLabel.GetSize().x - textureSlotLabel.GetSize().y - 2, textureSlotLabel.GetSize().y)); textureSlotUvsetField.SetPos(XMFLOAT2(textureSlotLabel.GetPos().x + textureSlotLabel.GetSize().x + 2, textureSlotLabel.GetPos().y)); }