Files
WickedEngine/Editor/EnvProbeWindow.cpp
T
Turánszki János 180ddc3586 0.49 (#160)
* renderer updates: material shadertype, customshaders

* custom shader updates

* hologram fix

* editor windows refactor

* major gui update:
- gui no longer lifetime manager
- window no longer needs gui to construct
- removed gui constructors/destructors
- rewritten every editor window

* renderer update

* gui hasfocus fix

* editor fix

* renderpath upgrades: hybrid forward-deferred

* fix

* water ripple refactor

* cmake fix

* cmake fix

* renderer fix

* volumetric light fix

* customshader stencilref

* cmake fix

* rtdeferred fix

* editor update

* raytraced shadows denoise

* anisotropic shader

* sss stencil greater

* added cartoon shader

* using precomputed tangents

* added unlit object shader

* importer update

* editor update

* editor fix

* vulkan envmap rendering fix

* terrain shader simplification (normal texture mapping instead of triplanar)

* added subsurface profiles, reduced gbuffer

* denoise disocclusion fallback

* editor fix

* more sorting priority for blend than instancing

* hairparticle culling

* particle updates; font update instancing instead of index buffer; vulkan/dx12 fixes;

* shader fixes

* hairparticle trianglestrip and no cross section

* editor fix

* cam wnd update

* terrain shader fix
2020-10-17 13:17:07 +02:00

94 lines
2.3 KiB
C++

#include "stdafx.h"
#include "EnvProbeWindow.h"
#include "Editor.h"
using namespace wiECS;
using namespace wiScene;
void EnvProbeWindow::Create(EditorComponent* editor)
{
wiWindow::Create("Environment Probe Window");
SetSize(XMFLOAT2(300, 200));
float x = 100, y = 5, step = 35;
realTimeCheckBox.Create("RealTime: ");
realTimeCheckBox.SetPos(XMFLOAT2(x, y += step));
realTimeCheckBox.SetEnabled(false);
realTimeCheckBox.OnClick([&](wiEventArgs args) {
EnvironmentProbeComponent* probe = wiScene::GetScene().probes.GetComponent(entity);
if (probe != nullptr)
{
probe->SetRealTime(args.bValue);
probe->SetDirty();
}
});
AddWidget(&realTimeCheckBox);
generateButton.Create("Put");
generateButton.SetPos(XMFLOAT2(x, y += step));
generateButton.OnClick([=](wiEventArgs args) {
XMFLOAT3 pos;
XMStoreFloat3(&pos, XMVectorAdd(wiRenderer::GetCamera().GetEye(), wiRenderer::GetCamera().GetAt() * 4));
Entity entity = wiScene::GetScene().Entity_CreateEnvironmentProbe("editorProbe", pos);
editor->ClearSelected();
editor->AddSelected(entity);
editor->RefreshSceneGraphView();
SetEntity(entity);
});
AddWidget(&generateButton);
refreshButton.Create("Refresh");
refreshButton.SetPos(XMFLOAT2(x, y += step));
refreshButton.SetEnabled(false);
refreshButton.OnClick([&](wiEventArgs args) {
EnvironmentProbeComponent* probe = wiScene::GetScene().probes.GetComponent(entity);
if (probe != nullptr)
{
probe->SetDirty();
}
});
AddWidget(&refreshButton);
refreshAllButton.Create("Refresh All");
refreshAllButton.SetPos(XMFLOAT2(x, y += step));
refreshAllButton.SetEnabled(true);
refreshAllButton.OnClick([&](wiEventArgs args) {
Scene& scene = wiScene::GetScene();
for (size_t i = 0; i < scene.probes.GetCount(); ++i)
{
EnvironmentProbeComponent& probe = scene.probes[i];
probe.SetDirty();
}
});
AddWidget(&refreshAllButton);
Translate(XMFLOAT3(100, 100, 0));
SetVisible(false);
SetEntity(INVALID_ENTITY);
}
void EnvProbeWindow::SetEntity(Entity entity)
{
this->entity = entity;
const EnvironmentProbeComponent* probe = wiScene::GetScene().probes.GetComponent(entity);
if (probe == nullptr)
{
realTimeCheckBox.SetEnabled(false);
refreshButton.SetEnabled(false);
}
else
{
realTimeCheckBox.SetCheck(probe->IsRealTime());
realTimeCheckBox.SetEnabled(true);
refreshButton.SetEnabled(true);
}
}