180ddc3586
* 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
142 lines
3.5 KiB
C++
142 lines
3.5 KiB
C++
#include "stdafx.h"
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#include "ForceFieldWindow.h"
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#include "Editor.h"
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using namespace wiECS;
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using namespace wiScene;
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void ForceFieldWindow::Create(EditorComponent* editor)
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{
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wiWindow::Create("Force Field Window");
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SetSize(XMFLOAT2(420, 120));
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float x = 150;
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float y = 10;
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float hei = 18;
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float step = hei + 2;
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addButton.Create("Add Force Field");
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addButton.SetSize(XMFLOAT2(150, hei));
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addButton.SetPos(XMFLOAT2(x, y += step));
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addButton.OnClick([=](wiEventArgs args) {
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Entity entity = wiScene::GetScene().Entity_CreateForce("editorForce");
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ForceFieldComponent* force = wiScene::GetScene().forces.GetComponent(entity);
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if (force != nullptr)
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{
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switch (typeComboBox.GetSelected())
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{
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case 0:
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force->type = ENTITY_TYPE_FORCEFIELD_POINT;
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break;
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case 1:
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force->type = ENTITY_TYPE_FORCEFIELD_PLANE;
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break;
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default:
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assert(0);
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break;
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}
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editor->ClearSelected();
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editor->AddSelected(entity);
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editor->RefreshSceneGraphView();
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SetEntity(entity);
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}
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else
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{
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assert(0);
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}
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});
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addButton.SetEnabled(true);
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addButton.SetTooltip("Add new Force Field to the simulation.");
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AddWidget(&addButton);
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typeComboBox.Create("Force Field type: ");
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typeComboBox.SetPos(XMFLOAT2(x, y += step));
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typeComboBox.SetSize(XMFLOAT2(200, hei));
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typeComboBox.OnSelect([&](wiEventArgs args) {
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ForceFieldComponent* force = wiScene::GetScene().forces.GetComponent(entity);
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if (force != nullptr && args.iValue >= 0)
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{
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switch (args.iValue)
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{
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case 0:
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force->type = ENTITY_TYPE_FORCEFIELD_POINT;
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break;
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case 1:
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force->type = ENTITY_TYPE_FORCEFIELD_PLANE;
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break;
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default:
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assert(0); // error
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break;
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}
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}
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});
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typeComboBox.AddItem("Point");
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typeComboBox.AddItem("Plane");
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typeComboBox.SetEnabled(false);
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typeComboBox.SetTooltip("Choose the force field type.");
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AddWidget(&typeComboBox);
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gravitySlider.Create(-10, 10, 0, 100000, "Gravity: ");
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gravitySlider.SetSize(XMFLOAT2(200, hei));
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gravitySlider.SetPos(XMFLOAT2(x, y += step));
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gravitySlider.OnSlide([&](wiEventArgs args) {
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ForceFieldComponent* force = wiScene::GetScene().forces.GetComponent(entity);
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if (force != nullptr)
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{
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force->gravity = args.fValue;
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}
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});
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gravitySlider.SetEnabled(false);
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gravitySlider.SetTooltip("Set the amount of gravity. Positive values attract, negatives deflect.");
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AddWidget(&gravitySlider);
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rangeSlider.Create(0.0f, 100.0f, 10, 100000, "Range: ");
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rangeSlider.SetSize(XMFLOAT2(200, hei));
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rangeSlider.SetPos(XMFLOAT2(x, y += step));
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rangeSlider.OnSlide([&](wiEventArgs args) {
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ForceFieldComponent* force = wiScene::GetScene().forces.GetComponent(entity);
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if (force != nullptr)
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{
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force->range_local = args.fValue;
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}
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});
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rangeSlider.SetEnabled(false);
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rangeSlider.SetTooltip("Set the range of affection.");
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AddWidget(&rangeSlider);
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Translate(XMFLOAT3((float)wiRenderer::GetDevice()->GetScreenWidth() - 720, 50, 0));
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SetVisible(false);
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SetEntity(INVALID_ENTITY);
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}
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void ForceFieldWindow::SetEntity(Entity entity)
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{
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this->entity = entity;
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const ForceFieldComponent* force = wiScene::GetScene().forces.GetComponent(entity);
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if (force != nullptr)
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{
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typeComboBox.SetSelected(force->type == ENTITY_TYPE_FORCEFIELD_POINT ? 0 : 1);
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gravitySlider.SetValue(force->gravity);
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rangeSlider.SetValue(force->range_local);
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gravitySlider.SetEnabled(true);
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rangeSlider.SetEnabled(true);
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}
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else
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{
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gravitySlider.SetEnabled(false);
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rangeSlider.SetEnabled(false);
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}
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addButton.SetEnabled(true);
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}
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