Files
WickedEngine/Editor/MeshWindow.cpp
T
2018-04-03 17:38:41 +01:00

197 lines
6.0 KiB
C++

#include "stdafx.h"
#include "MeshWindow.h"
#include <sstream>
using namespace std;
MeshWindow::MeshWindow(wiGUI* gui) : GUI(gui)
{
assert(GUI && "Invalid GUI!");
float screenW = (float)wiRenderer::GetDevice()->GetScreenWidth();
float screenH = (float)wiRenderer::GetDevice()->GetScreenHeight();
meshWindow = new wiWindow(GUI, "Mesh Window");
meshWindow->SetSize(XMFLOAT2(800, 600));
meshWindow->SetEnabled(false);
GUI->AddWidget(meshWindow);
float x = 200;
float y = 0;
float step = 35;
meshInfoLabel = new wiLabel("Mesh Info");
meshInfoLabel->SetPos(XMFLOAT2(x, y += step));
meshInfoLabel->SetSize(XMFLOAT2(400, 150));
meshWindow->AddWidget(meshInfoLabel);
y += 160;
doubleSidedCheckBox = new wiCheckBox("Double Sided: ");
doubleSidedCheckBox->SetTooltip("If enabled, the inside of the mesh will be visible.");
doubleSidedCheckBox->SetPos(XMFLOAT2(x, y += step));
doubleSidedCheckBox->OnClick([&](wiEventArgs args) {
if (mesh != nullptr)
{
mesh->doubleSided = args.bValue;
}
});
meshWindow->AddWidget(doubleSidedCheckBox);
massSlider = new wiSlider(0, 5000, 0, 100000, "Mass: ");
massSlider->SetTooltip("Set the mass amount for the physics engine.");
massSlider->SetSize(XMFLOAT2(100, 30));
massSlider->SetPos(XMFLOAT2(x, y += step));
massSlider->OnSlide([&](wiEventArgs args) {
if (mesh != nullptr)
{
mesh->mass = args.fValue;
}
});
meshWindow->AddWidget(massSlider);
frictionSlider = new wiSlider(0, 5000, 0, 100000, "Friction: ");
frictionSlider->SetTooltip("Set the friction amount for the physics engine.");
frictionSlider->SetSize(XMFLOAT2(100, 30));
frictionSlider->SetPos(XMFLOAT2(x, y += step));
frictionSlider->OnSlide([&](wiEventArgs args) {
if (mesh != nullptr)
{
mesh->friction = args.fValue;
}
});
meshWindow->AddWidget(frictionSlider);
impostorCreateButton = new wiButton("Create Impostor");
impostorCreateButton->SetTooltip("Create an impostor image of the mesh. The mesh will be replaced by this image when far away, to render faster.");
impostorCreateButton->SetSize(XMFLOAT2(240, 30));
impostorCreateButton->SetPos(XMFLOAT2(x - 50, y += step));
impostorCreateButton->OnClick([&](wiEventArgs args) {
if (mesh != nullptr)
{
wiRenderer::CreateImpostor(mesh);
}
});
meshWindow->AddWidget(impostorCreateButton);
impostorDistanceSlider = new wiSlider(0, 1000, 100, 10000, "Impostor Distance: ");
impostorDistanceSlider->SetTooltip("Assign the distance where the mesh geometry should be switched to the impostor image.");
impostorDistanceSlider->SetSize(XMFLOAT2(100, 30));
impostorDistanceSlider->SetPos(XMFLOAT2(x, y += step));
impostorDistanceSlider->OnSlide([&](wiEventArgs args) {
if (mesh != nullptr)
{
mesh->impostorDistance = args.fValue;
}
});
meshWindow->AddWidget(impostorDistanceSlider);
tessellationFactorSlider = new wiSlider(0, 16, 0, 10000, "Tessellation Factor: ");
tessellationFactorSlider->SetTooltip("Set the dynamic tessellation amount. Tessellation should be enabled in the Renderer window and your GPU must support it!");
tessellationFactorSlider->SetSize(XMFLOAT2(100, 30));
tessellationFactorSlider->SetPos(XMFLOAT2(x, y += step));
tessellationFactorSlider->OnSlide([&](wiEventArgs args) {
if (mesh != nullptr)
{
mesh->tessellationFactor = args.fValue;
}
});
meshWindow->AddWidget(tessellationFactorSlider);
flipCullingButton = new wiButton("Flip Culling");
flipCullingButton->SetTooltip("Flip faces to reverse triangle culling order.");
flipCullingButton->SetSize(XMFLOAT2(240, 30));
flipCullingButton->SetPos(XMFLOAT2(x - 50, y += step));
flipCullingButton->OnClick([&](wiEventArgs args) {
if (mesh != nullptr)
{
mesh->FlipCulling();
SetMesh(mesh);
}
});
meshWindow->AddWidget(flipCullingButton);
flipNormalsButton = new wiButton("Flip Normals");
flipNormalsButton->SetTooltip("Flip surface normals.");
flipNormalsButton->SetSize(XMFLOAT2(240, 30));
flipNormalsButton->SetPos(XMFLOAT2(x - 50, y += step));
flipNormalsButton->OnClick([&](wiEventArgs args) {
if (mesh != nullptr)
{
mesh->FlipNormals();
SetMesh(mesh);
}
});
meshWindow->AddWidget(flipNormalsButton);
computeNormalsSmoothButton = new wiButton("Compute Normals [SMOOTH]");
computeNormalsSmoothButton->SetTooltip("Compute surface normals of the mesh. Resulting normals will be unique per vertex.");
computeNormalsSmoothButton->SetSize(XMFLOAT2(240, 30));
computeNormalsSmoothButton->SetPos(XMFLOAT2(x - 50, y += step));
computeNormalsSmoothButton->OnClick([&](wiEventArgs args) {
if (mesh != nullptr)
{
mesh->ComputeNormals(true);
SetMesh(mesh);
}
});
meshWindow->AddWidget(computeNormalsSmoothButton);
computeNormalsHardButton = new wiButton("Compute Normals [HARD]");
computeNormalsHardButton->SetTooltip("Compute surface normals of the mesh. Resulting normals will be unique per face.");
computeNormalsHardButton->SetSize(XMFLOAT2(240, 30));
computeNormalsHardButton->SetPos(XMFLOAT2(x - 50, y += step));
computeNormalsHardButton->OnClick([&](wiEventArgs args) {
if (mesh != nullptr)
{
mesh->ComputeNormals(false);
SetMesh(mesh);
}
});
meshWindow->AddWidget(computeNormalsHardButton);
meshWindow->Translate(XMFLOAT3(1300, 520, 0));
meshWindow->SetVisible(false);
SetMesh(nullptr);
}
MeshWindow::~MeshWindow()
{
meshWindow->RemoveWidgets(true);
GUI->RemoveWidget(meshWindow);
SAFE_DELETE(meshWindow);
}
void MeshWindow::SetMesh(Mesh* mesh)
{
this->mesh = mesh;
if (mesh != nullptr)
{
stringstream ss("");
ss << "Mesh name: " << mesh->name << endl;
ss << "Vertex count: " << mesh->vertices_POS.size() << endl;
ss << "Index count: " << mesh->indices.size() << endl;
ss << "Subset count: " << mesh->subsets.size() << endl;
meshInfoLabel->SetText(ss.str());
doubleSidedCheckBox->SetCheck(mesh->doubleSided);
massSlider->SetValue(mesh->mass);
frictionSlider->SetValue(mesh->friction);
impostorDistanceSlider->SetValue(mesh->impostorDistance);
tessellationFactorSlider->SetValue(mesh->getTessellationFactor());
meshWindow->SetEnabled(true);
}
else
{
meshInfoLabel->SetText("Select a mesh...");
meshWindow->SetEnabled(false);
}
}