5efe28fdf9
* large renderer state refactor; added subsurface scattering energy conservation; added emitted particle subsurface scattering; removed area lights; optimizations; * added layerMask support in shaders * fixed incorrect shadow priority for directional light; fix point light shadow disconnect; * fix incorrect shadow assignment
122 lines
2.5 KiB
C++
122 lines
2.5 KiB
C++
#include "stdafx.h"
|
|
#include "LayerWindow.h"
|
|
#include "Editor.h"
|
|
|
|
using namespace wiECS;
|
|
using namespace wiScene;
|
|
|
|
|
|
void LayerWindow::Create(EditorComponent* editor)
|
|
{
|
|
wiWindow::Create("Layer Window");
|
|
SetSize(XMFLOAT2(410, 160));
|
|
|
|
float x = 30;
|
|
float y = 0;
|
|
float step = 25;
|
|
float siz = 20;
|
|
|
|
for (uint32_t i = 0; i < arraysize(layers); ++i)
|
|
{
|
|
layers[i].Create("");
|
|
layers[i].SetText(std::to_string(i) + ": ");
|
|
layers[i].SetPos(XMFLOAT2(x + (i % 8) * 50, y + (i / 8 + 1) * step));
|
|
layers[i].OnClick([=](wiEventArgs args) {
|
|
|
|
LayerComponent* layer = wiScene::GetScene().layers.GetComponent(entity);
|
|
if (layer == nullptr)
|
|
{
|
|
layer = &wiScene::GetScene().layers.Create(entity);
|
|
}
|
|
|
|
if (args.bValue)
|
|
{
|
|
layer->layerMask |= 1 << i;
|
|
}
|
|
else
|
|
{
|
|
layer->layerMask &= ~(1 << i);
|
|
}
|
|
|
|
});
|
|
AddWidget(&layers[i]);
|
|
}
|
|
|
|
y += step * 5;
|
|
|
|
enableAllButton.Create("Enable ALL");
|
|
enableAllButton.SetPos(XMFLOAT2(x, y));
|
|
enableAllButton.OnClick([this](wiEventArgs args) {
|
|
LayerComponent* layer = wiScene::GetScene().layers.GetComponent(entity);
|
|
if (layer == nullptr)
|
|
{
|
|
layer = &wiScene::GetScene().layers.Create(entity);
|
|
}
|
|
if (layer == nullptr)
|
|
return;
|
|
layer->layerMask = ~0;
|
|
});
|
|
AddWidget(&enableAllButton);
|
|
|
|
enableNoneButton.Create("Enable NONE");
|
|
enableNoneButton.SetPos(XMFLOAT2(x + 120, y));
|
|
enableNoneButton.OnClick([this](wiEventArgs args) {
|
|
LayerComponent* layer = wiScene::GetScene().layers.GetComponent(entity);
|
|
if (layer == nullptr)
|
|
{
|
|
layer = &wiScene::GetScene().layers.Create(entity);
|
|
}
|
|
if (layer == nullptr)
|
|
return;
|
|
layer->layerMask = 0;
|
|
});
|
|
AddWidget(&enableNoneButton);
|
|
|
|
Translate(XMFLOAT3((float)wiRenderer::GetDevice()->GetScreenWidth() - 450, 300, 0));
|
|
SetVisible(false);
|
|
|
|
SetEntity(INVALID_ENTITY);
|
|
}
|
|
|
|
void LayerWindow::SetEntity(Entity entity)
|
|
{
|
|
this->entity = entity;
|
|
|
|
if (entity != INVALID_ENTITY)
|
|
{
|
|
SetEnabled(true);
|
|
|
|
LayerComponent* layer = wiScene::GetScene().layers.GetComponent(entity);
|
|
if (layer == nullptr)
|
|
{
|
|
for (uint32_t i = 0; i < 32; ++i)
|
|
{
|
|
layers[i].SetCheck(true);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (uint32_t i = 0; i < 32; ++i)
|
|
{
|
|
layers[i].SetCheck(layer->GetLayerMask() & 1 << i);
|
|
}
|
|
|
|
HierarchyComponent* hier = wiScene::GetScene().hierarchy.GetComponent(entity);
|
|
if (hier != nullptr)
|
|
{
|
|
hier->layerMask_bind = layer->layerMask;
|
|
}
|
|
|
|
MaterialComponent* material = wiScene::GetScene().materials.GetComponent(entity);
|
|
if (material != nullptr)
|
|
{
|
|
material->SetDirty();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetEnabled(false);
|
|
}
|
|
}
|