38993813c1
- refactored RENDERTYPE enum to FILTER - added FILTER_NAVIGATION_MESH type - allows tagging meshes for navigation and filtering them in scene intersection functions - added FILTER_COLLIDER type - allows processing colliders in scene intersection functions - added simpler interface to get scene intersections: new Scene::Intersects() function overloads
731 lines
22 KiB
C++
731 lines
22 KiB
C++
#include "stdafx.h"
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#include "Editor.h"
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#include "ObjectWindow.h"
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#include "wiScene.h"
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#include "xatlas.h"
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#include <string>
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using namespace wi::ecs;
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using namespace wi::scene;
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static void SetPixel(uint8_t *dest, int destWidth, int x, int y, const uint8_t *color)
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{
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uint8_t *pixel = &dest[x * 4 + y * (destWidth * 4)];
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pixel[0] = color[0];
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pixel[1] = color[1];
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pixel[2] = color[2];
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pixel[3] = color[3];
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}
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// https://github.com/miloyip/line/blob/master/line_bresenham.c
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static void RasterizeLine(uint8_t *dest, int destWidth, const int *p1, const int *p2, const uint8_t *color)
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{
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const int dx = abs(p2[0] - p1[0]), sx = p1[0] < p2[0] ? 1 : -1;
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const int dy = abs(p2[1] - p1[1]), sy = p1[1] < p2[1] ? 1 : -1;
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int err = (dx > dy ? dx : -dy) / 2;
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int current[2];
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current[0] = p1[0];
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current[1] = p1[1];
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while (SetPixel(dest, destWidth, current[0], current[1], color), current[0] != p2[0] || current[1] != p2[1])
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{
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const int e2 = err;
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if (e2 > -dx) { err -= dy; current[0] += sx; }
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if (e2 < dy) { err += dx; current[1] += sy; }
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}
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}
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// https://github.com/ssloy/tinyrenderer/wiki/Lesson-2:-Triangle-rasterization-and-back-face-culling
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static void RasterizeTriangle(uint8_t *dest, int destWidth, const int *t0, const int *t1, const int *t2, const uint8_t *color)
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{
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if (t0[1] > t1[1]) std::swap(t0, t1);
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if (t0[1] > t2[1]) std::swap(t0, t2);
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if (t1[1] > t2[1]) std::swap(t1, t2);
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int total_height = t2[1] - t0[1];
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for (int i = 0; i < total_height; i++) {
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bool second_half = i > t1[1] - t0[1] || t1[1] == t0[1];
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int segment_height = second_half ? t2[1] - t1[1] : t1[1] - t0[1];
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float alpha = (float)i / total_height;
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float beta = (float)(i - (second_half ? t1[1] - t0[1] : 0)) / segment_height;
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int A[2], B[2];
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for (int j = 0; j < 2; j++) {
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A[j] = int(t0[j] + (t2[j] - t0[j]) * alpha);
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B[j] = int(second_half ? t1[j] + (t2[j] - t1[j]) * beta : t0[j] + (t1[j] - t0[j]) * beta);
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}
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if (A[0] > B[0]) std::swap(A, B);
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for (int j = A[0]; j <= B[0]; j++)
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SetPixel(dest, destWidth, j, t0[1] + i, color);
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}
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}
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struct Atlas_Dim
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{
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uint32_t width = 0;
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uint32_t height = 0;
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};
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static Atlas_Dim GenerateMeshAtlas(MeshComponent& meshcomponent, uint32_t resolution)
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{
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Atlas_Dim dim;
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xatlas::Atlas* atlas = xatlas::Create();
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// Prepare mesh to be processed by xatlas:
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{
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xatlas::MeshDecl mesh;
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mesh.vertexCount = (int)meshcomponent.vertex_positions.size();
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mesh.vertexPositionData = meshcomponent.vertex_positions.data();
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mesh.vertexPositionStride = sizeof(float) * 3;
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if (!meshcomponent.vertex_normals.empty()) {
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mesh.vertexNormalData = meshcomponent.vertex_normals.data();
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mesh.vertexNormalStride = sizeof(float) * 3;
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}
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if (!meshcomponent.vertex_uvset_0.empty()) {
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mesh.vertexUvData = meshcomponent.vertex_uvset_0.data();
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mesh.vertexUvStride = sizeof(float) * 2;
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}
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mesh.indexCount = (int)meshcomponent.indices.size();
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mesh.indexData = meshcomponent.indices.data();
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mesh.indexFormat = xatlas::IndexFormat::UInt32;
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xatlas::AddMeshError::Enum error = xatlas::AddMesh(atlas, mesh);
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if (error != xatlas::AddMeshError::Success) {
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wi::helper::messageBox(xatlas::StringForEnum(error), "Adding mesh to xatlas failed!");
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return dim;
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}
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}
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// Generate atlas:
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{
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xatlas::ChartOptions chartoptions;
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xatlas::ParameterizeOptions parametrizeoptions;
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xatlas::PackOptions packoptions;
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packoptions.resolution = resolution;
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packoptions.blockAlign = true;
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xatlas::Generate(atlas, chartoptions, parametrizeoptions, packoptions);
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dim.width = atlas->width;
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dim.height = atlas->height;
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xatlas::Mesh& mesh = atlas->meshes[0];
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// Note: we must recreate all vertex buffers, because the index buffer will be different (the atlas could have removed shared vertices)
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meshcomponent.indices.clear();
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meshcomponent.indices.resize(mesh.indexCount);
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wi::vector<XMFLOAT3> positions(mesh.vertexCount);
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wi::vector<XMFLOAT2> atlas(mesh.vertexCount);
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wi::vector<XMFLOAT3> normals;
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wi::vector<XMFLOAT4> tangents;
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wi::vector<XMFLOAT2> uvset_0;
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wi::vector<XMFLOAT2> uvset_1;
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wi::vector<uint32_t> colors;
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wi::vector<XMUINT4> boneindices;
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wi::vector<XMFLOAT4> boneweights;
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if (!meshcomponent.vertex_normals.empty())
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{
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normals.resize(mesh.vertexCount);
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}
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if (!meshcomponent.vertex_tangents.empty())
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{
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tangents.resize(mesh.vertexCount);
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}
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if (!meshcomponent.vertex_uvset_0.empty())
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{
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uvset_0.resize(mesh.vertexCount);
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}
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if (!meshcomponent.vertex_uvset_1.empty())
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{
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uvset_1.resize(mesh.vertexCount);
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}
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if (!meshcomponent.vertex_colors.empty())
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{
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colors.resize(mesh.vertexCount);
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}
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if (!meshcomponent.vertex_boneindices.empty())
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{
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boneindices.resize(mesh.vertexCount);
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}
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if (!meshcomponent.vertex_boneweights.empty())
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{
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boneweights.resize(mesh.vertexCount);
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}
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for (uint32_t j = 0; j < mesh.indexCount; ++j)
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{
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const uint32_t ind = mesh.indexArray[j];
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const xatlas::Vertex &v = mesh.vertexArray[ind];
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meshcomponent.indices[j] = ind;
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atlas[ind].x = v.uv[0] / float(dim.width);
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atlas[ind].y = v.uv[1] / float(dim.height);
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positions[ind] = meshcomponent.vertex_positions[v.xref];
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if (!normals.empty())
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{
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normals[ind] = meshcomponent.vertex_normals[v.xref];
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}
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if (!tangents.empty())
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{
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tangents[ind] = meshcomponent.vertex_tangents[v.xref];
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}
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if (!uvset_0.empty())
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{
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uvset_0[ind] = meshcomponent.vertex_uvset_0[v.xref];
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}
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if (!uvset_1.empty())
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{
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uvset_1[ind] = meshcomponent.vertex_uvset_1[v.xref];
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}
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if (!colors.empty())
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{
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colors[ind] = meshcomponent.vertex_colors[v.xref];
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}
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if (!boneindices.empty())
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{
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boneindices[ind] = meshcomponent.vertex_boneindices[v.xref];
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}
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if (!boneweights.empty())
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{
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boneweights[ind] = meshcomponent.vertex_boneweights[v.xref];
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}
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}
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meshcomponent.vertex_positions = positions;
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meshcomponent.vertex_atlas = atlas;
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if (!normals.empty())
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{
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meshcomponent.vertex_normals = normals;
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}
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if (!tangents.empty())
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{
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meshcomponent.vertex_tangents = tangents;
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}
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if (!uvset_0.empty())
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{
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meshcomponent.vertex_uvset_0 = uvset_0;
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}
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if (!uvset_1.empty())
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{
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meshcomponent.vertex_uvset_1 = uvset_1;
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}
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if (!colors.empty())
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{
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meshcomponent.vertex_colors = colors;
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}
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if (!boneindices.empty())
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{
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meshcomponent.vertex_boneindices = boneindices;
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}
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if (!boneweights.empty())
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{
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meshcomponent.vertex_boneweights = boneweights;
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}
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meshcomponent.CreateRenderData();
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}
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//// DEBUG
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//{
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// const uint32_t width = objectcomponent.lightmapWidth;
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// const uint32_t height = objectcomponent.lightmapHeight;
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// objectcomponent.lightmapTextureData.resize(width * height * 4);
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// const xatlas::OutputMesh *mesh = xatlas::GetOutputMeshes(atlas)[0];
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// // Rasterize mesh triangles.
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// const uint8_t white[] = { 255, 255, 255 };
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// for (uint32_t j = 0; j < mesh->indexCount; j += 3) {
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// int verts[3][2];
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// uint8_t color[4];
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// for (int k = 0; k < 3; k++) {
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// const xatlas::OutputVertex &v = mesh->vertexArray[mesh->indexArray[j + k]];
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// verts[k][0] = int(v.uv[0]);
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// verts[k][1] = int(v.uv[1]);
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// color[k] = rand() % 255;
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// }
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// color[3] = 255;
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// if (!verts[0][0] && !verts[0][1] && !verts[1][0] && !verts[1][1] && !verts[2][0] && !verts[2][1])
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// continue; // Skip triangles that weren't atlased.
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// RasterizeTriangle(objectcomponent.lightmapTextureData.data(), width, verts[0], verts[1], verts[2], color);
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// RasterizeLine(objectcomponent.lightmapTextureData.data(), width, verts[0], verts[1], white);
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// RasterizeLine(objectcomponent.lightmapTextureData.data(), width, verts[1], verts[2], white);
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// RasterizeLine(objectcomponent.lightmapTextureData.data(), width, verts[2], verts[0], white);
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// }
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//}
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xatlas::Destroy(atlas);
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return dim;
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}
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void ObjectWindow::Create(EditorComponent* _editor)
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{
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editor = _editor;
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wi::gui::Window::Create(ICON_OBJECT " Object", wi::gui::Window::WindowControls::COLLAPSE | wi::gui::Window::WindowControls::CLOSE);
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SetSize(XMFLOAT2(670, 600));
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closeButton.SetTooltip("Delete ObjectComponent");
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OnClose([=](wi::gui::EventArgs args) {
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wi::Archive& archive = editor->AdvanceHistory();
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archive << EditorComponent::HISTORYOP_COMPONENT_DATA;
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editor->RecordEntity(archive, entity);
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editor->GetCurrentScene().objects.Remove(entity);
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editor->RecordEntity(archive, entity);
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editor->optionsWnd.RefreshEntityTree();
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});
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float x = 140;
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float y = 0;
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float hei = 18;
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float step = hei + 2;
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float wid = 130;
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meshCombo.Create("Mesh: ");
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meshCombo.SetSize(XMFLOAT2(wid, hei));
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meshCombo.OnSelect([=](wi::gui::EventArgs args) {
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wi::scene::Scene& scene = editor->GetCurrentScene();
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ObjectComponent* object = scene.objects.GetComponent(entity);
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if (object == nullptr)
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return;
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wi::Archive& archive = editor->AdvanceHistory();
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archive << EditorComponent::HISTORYOP_COMPONENT_DATA;
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editor->RecordEntity(archive, entity);
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object->meshID = (Entity)args.userdata;
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editor->RecordEntity(archive, entity);
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});
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AddWidget(&meshCombo);
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renderableCheckBox.Create("Renderable: ");
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renderableCheckBox.SetTooltip("Set object to be participating in rendering.");
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renderableCheckBox.SetSize(XMFLOAT2(hei, hei));
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renderableCheckBox.SetPos(XMFLOAT2(x, y));
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renderableCheckBox.SetCheck(true);
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renderableCheckBox.OnClick([&](wi::gui::EventArgs args) {
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wi::scene::Scene& scene = editor->GetCurrentScene();
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for (auto& x : editor->translator.selected)
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{
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ObjectComponent* object = scene.objects.GetComponent(x.entity);
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if (object != nullptr)
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{
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object->SetRenderable(args.bValue);
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}
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}
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});
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AddWidget(&renderableCheckBox);
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shadowCheckBox.Create("Cast Shadow: ");
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shadowCheckBox.SetTooltip("Set object to be participating in shadows.");
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shadowCheckBox.SetSize(XMFLOAT2(hei, hei));
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shadowCheckBox.SetPos(XMFLOAT2(x, y += step));
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shadowCheckBox.SetCheck(true);
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shadowCheckBox.OnClick([&](wi::gui::EventArgs args) {
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wi::scene::Scene& scene = editor->GetCurrentScene();
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for (auto& x : editor->translator.selected)
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{
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ObjectComponent* object = scene.objects.GetComponent(x.entity);
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if (object != nullptr)
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{
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object->SetCastShadow(args.bValue);
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}
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}
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});
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AddWidget(&shadowCheckBox);
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navmeshCheckBox.Create("Navmesh: ");
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navmeshCheckBox.SetTooltip("Set object to be a navigation mesh filtering (FILTER_NAVIGATION_MESH).");
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navmeshCheckBox.SetSize(XMFLOAT2(hei, hei));
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navmeshCheckBox.SetPos(XMFLOAT2(x, y += step));
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navmeshCheckBox.SetCheck(true);
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navmeshCheckBox.OnClick([&](wi::gui::EventArgs args) {
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wi::scene::Scene& scene = editor->GetCurrentScene();
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for (auto& x : editor->translator.selected)
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{
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ObjectComponent* object = scene.objects.GetComponent(x.entity);
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if (object != nullptr)
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{
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if (args.bValue)
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{
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object->filterMask |= wi::enums::FILTER_NAVIGATION_MESH;
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}
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else
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{
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object->filterMask &= ~wi::enums::FILTER_NAVIGATION_MESH;
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}
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}
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}
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});
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AddWidget(&navmeshCheckBox);
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ditherSlider.Create(0, 1, 0, 1000, "Transparency: ");
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ditherSlider.SetTooltip("Adjust transparency of the object. Opaque materials will use dithered transparency in this case!");
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ditherSlider.SetSize(XMFLOAT2(wid, hei));
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ditherSlider.SetPos(XMFLOAT2(x, y += step));
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ditherSlider.OnSlide([&](wi::gui::EventArgs args) {
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ObjectComponent* object = editor->GetCurrentScene().objects.GetComponent(entity);
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if (object != nullptr)
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{
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object->color.w = 1 - args.fValue;
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}
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});
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AddWidget(&ditherSlider);
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cascadeMaskSlider.Create(0, 3, 0, 3, "Cascade Mask: ");
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cascadeMaskSlider.SetTooltip("How many shadow cascades to skip when rendering this object into shadow maps? (0: skip none, it will be in all cascades, 1: skip first (biggest cascade), ...etc...");
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cascadeMaskSlider.SetSize(XMFLOAT2(wid, hei));
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cascadeMaskSlider.SetPos(XMFLOAT2(x, y += step));
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cascadeMaskSlider.OnSlide([&](wi::gui::EventArgs args) {
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ObjectComponent* object = editor->GetCurrentScene().objects.GetComponent(entity);
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if (object != nullptr)
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{
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object->cascadeMask = (uint32_t)args.iValue;
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}
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});
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AddWidget(&cascadeMaskSlider);
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lodSlider.Create(0.001f, 10, 1, 10000, "LOD Multiplier: ");
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lodSlider.SetTooltip("How much the distance to camera will affect LOD selection. (If the mesh has lods)");
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lodSlider.SetSize(XMFLOAT2(wid, hei));
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lodSlider.SetPos(XMFLOAT2(x, y += step));
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lodSlider.OnSlide([&](wi::gui::EventArgs args) {
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ObjectComponent* object = editor->GetCurrentScene().objects.GetComponent(entity);
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if (object != nullptr)
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{
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object->lod_distance_multiplier = args.fValue;
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}
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});
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AddWidget(&lodSlider);
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drawdistanceSlider.Create(0, 1000, 1, 10000, "Draw Distance: ");
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drawdistanceSlider.SetTooltip("Specify the draw distance of the object");
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drawdistanceSlider.SetSize(XMFLOAT2(wid, hei));
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drawdistanceSlider.SetPos(XMFLOAT2(x, y += step));
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drawdistanceSlider.OnSlide([&](wi::gui::EventArgs args) {
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ObjectComponent* object = editor->GetCurrentScene().objects.GetComponent(entity);
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if (object != nullptr)
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{
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object->draw_distance = args.fValue;
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}
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});
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AddWidget(&drawdistanceSlider);
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y += step;
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lightmapResolutionSlider.Create(32, 1024, 128, 1024 - 32, "Lightmap resolution: ");
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lightmapResolutionSlider.SetTooltip("Set the approximate resolution for this object's lightmap. This will be packed into the larger global lightmap later.");
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lightmapResolutionSlider.SetSize(XMFLOAT2(wid, hei));
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lightmapResolutionSlider.SetPos(XMFLOAT2(x, y += step));
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lightmapResolutionSlider.OnSlide([&](wi::gui::EventArgs args) {
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// unfortunately, we must be pow2 with full float lightmap format, otherwise it could be unlimited (but accumulation blending would suffer then)
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// or at least for me, downloading the lightmap was glitching out when non-pow 2 and RGBA32_FLOAT format
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lightmapResolutionSlider.SetValue(float(wi::math::GetNextPowerOfTwo(uint32_t(args.fValue))));
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});
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AddWidget(&lightmapResolutionSlider);
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lightmapSourceUVSetComboBox.Create("UV Set: ");
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lightmapSourceUVSetComboBox.SetPos(XMFLOAT2(x, y += step));
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lightmapSourceUVSetComboBox.SetSize(XMFLOAT2(wid, hei));
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lightmapSourceUVSetComboBox.AddItem("Copy UV 0");
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lightmapSourceUVSetComboBox.AddItem("Copy UV 1");
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lightmapSourceUVSetComboBox.AddItem("Keep Atlas");
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lightmapSourceUVSetComboBox.AddItem("Generate Atlas");
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lightmapSourceUVSetComboBox.SetSelected(3);
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lightmapSourceUVSetComboBox.SetTooltip("Set which UV set to use when generating the lightmap Atlas");
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AddWidget(&lightmapSourceUVSetComboBox);
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generateLightmapButton.Create("Generate Lightmap");
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generateLightmapButton.SetTooltip("Render the lightmap for only this object. It will automatically combined with the global lightmap.");
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generateLightmapButton.SetPos(XMFLOAT2(x, y += step));
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generateLightmapButton.SetSize(XMFLOAT2(wid, hei));
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generateLightmapButton.OnClick([&](wi::gui::EventArgs args) {
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Scene& scene = editor->GetCurrentScene();
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enum UV_GEN_TYPE
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{
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UV_GEN_COPY_UVSET_0,
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UV_GEN_COPY_UVSET_1,
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UV_GEN_KEEP_ATLAS,
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UV_GEN_GENERATE_ATLAS,
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};
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UV_GEN_TYPE gen_type = (UV_GEN_TYPE)lightmapSourceUVSetComboBox.GetSelected();
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wi::unordered_set<ObjectComponent*> gen_objects;
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wi::unordered_map<MeshComponent*, Atlas_Dim> gen_meshes;
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for (auto& x : this->editor->translator.selected)
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{
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ObjectComponent* objectcomponent = scene.objects.GetComponent(x.entity);
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if (objectcomponent != nullptr)
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{
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MeshComponent* meshcomponent = scene.meshes.GetComponent(objectcomponent->meshID);
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if (meshcomponent != nullptr)
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{
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gen_objects.insert(objectcomponent);
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gen_meshes[meshcomponent] = Atlas_Dim();
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}
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}
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}
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wi::jobsystem::context ctx;
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for (auto& it : gen_meshes)
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{
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MeshComponent& mesh = *it.first;
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if (gen_type == UV_GEN_COPY_UVSET_0)
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{
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mesh.vertex_atlas = mesh.vertex_uvset_0;
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mesh.CreateRenderData();
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}
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else if (gen_type == UV_GEN_COPY_UVSET_1)
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{
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mesh.vertex_atlas = mesh.vertex_uvset_1;
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mesh.CreateRenderData();
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}
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else if (gen_type == UV_GEN_GENERATE_ATLAS)
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{
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wi::jobsystem::Execute(ctx, [&](wi::jobsystem::JobArgs args) {
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it.second = GenerateMeshAtlas(mesh, (uint32_t)lightmapResolutionSlider.GetValue());
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});
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}
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}
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wi::jobsystem::Wait(ctx);
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for (auto& x : gen_objects)
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{
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x->ClearLightmap();
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MeshComponent* meshcomponent = scene.meshes.GetComponent(x->meshID);
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if (gen_type == UV_GEN_GENERATE_ATLAS)
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{
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x->lightmapWidth = gen_meshes.at(meshcomponent).width;
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x->lightmapHeight = gen_meshes.at(meshcomponent).height;
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}
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else
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{
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x->lightmapWidth = x->lightmapHeight = (uint32_t)lightmapResolutionSlider.GetValue();
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}
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x->SetLightmapRenderRequest(true);
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}
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scene.SetAccelerationStructureUpdateRequested(true);
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});
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AddWidget(&generateLightmapButton);
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stopLightmapGenButton.Create("Stop Lightmap Gen");
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stopLightmapGenButton.SetTooltip("Stop the lightmap rendering and save the lightmap.\nIf denoiser is enabled, this is the point at which lightmap will be denoised, which could take a while.");
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stopLightmapGenButton.SetPos(XMFLOAT2(x, y += step));
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stopLightmapGenButton.SetSize(XMFLOAT2(wid, hei));
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stopLightmapGenButton.OnClick([&](wi::gui::EventArgs args) {
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Scene& scene = editor->GetCurrentScene();
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for (auto& x : this->editor->translator.selected)
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{
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ObjectComponent* objectcomponent = scene.objects.GetComponent(x.entity);
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if (objectcomponent != nullptr)
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{
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objectcomponent->SetLightmapRenderRequest(false);
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objectcomponent->SaveLightmap();
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}
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}
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});
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AddWidget(&stopLightmapGenButton);
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clearLightmapButton.Create("Clear Lightmap");
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clearLightmapButton.SetTooltip("Clear the lightmap from this object.");
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clearLightmapButton.SetPos(XMFLOAT2(x, y += step));
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clearLightmapButton.SetSize(XMFLOAT2(wid, hei));
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clearLightmapButton.OnClick([&](wi::gui::EventArgs args) {
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Scene& scene = editor->GetCurrentScene();
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for (auto& x : this->editor->translator.selected)
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{
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ObjectComponent* objectcomponent = scene.objects.GetComponent(x.entity);
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if (objectcomponent != nullptr)
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{
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objectcomponent->ClearLightmap();
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}
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}
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});
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AddWidget(&clearLightmapButton);
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y += step;
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colorComboBox.Create("Color picker mode: ");
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colorComboBox.SetSize(XMFLOAT2(wid, hei));
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colorComboBox.SetPos(XMFLOAT2(x, y += step));
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colorComboBox.AddItem("Base color");
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colorComboBox.AddItem("Emissive color");
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colorComboBox.SetTooltip("Choose the destination data of the color picker.");
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AddWidget(&colorComboBox);
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colorPicker.Create("Object Color", wi::gui::Window::WindowControls::NONE);
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colorPicker.SetPos(XMFLOAT2(5, y += step));
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colorPicker.SetVisible(true);
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colorPicker.SetEnabled(true);
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colorPicker.OnColorChanged([&](wi::gui::EventArgs args) {
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ObjectComponent* object = editor->GetCurrentScene().objects.GetComponent(entity);
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if (object != nullptr)
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{
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switch (colorComboBox.GetSelected())
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{
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default:
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case 0:
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{
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XMFLOAT3 col = args.color.toFloat3();
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object->color = XMFLOAT4(col.x, col.y, col.z, object->color.w);
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}
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break;
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case 1:
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object->emissiveColor = args.color.toFloat4();
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break;
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}
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}
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});
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AddWidget(&colorPicker);
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SetMinimized(true);
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SetVisible(false);
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SetEntity(INVALID_ENTITY);
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}
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void ObjectWindow::SetEntity(Entity entity)
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{
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Scene& scene = editor->GetCurrentScene();
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const ObjectComponent* object = scene.objects.GetComponent(entity);
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if (object == nullptr)
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entity = INVALID_ENTITY;
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if (this->entity == entity)
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return;
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this->entity = entity;
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if (object != nullptr)
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{
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SetEnabled(true);
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meshCombo.ClearItems();
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meshCombo.AddItem("INVALID_ENTITY", (uint64_t)INVALID_ENTITY);
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for (size_t i = 0; i < scene.meshes.GetCount(); ++i)
|
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{
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Entity meshID = scene.meshes.GetEntity(i);
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const NameComponent* name = scene.names.GetComponent(meshID);
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if (name == nullptr)
|
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{
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meshCombo.AddItem(std::to_string(meshID), (uint64_t)meshID);
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}
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else
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{
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meshCombo.AddItem(name->name, (uint64_t)meshID);
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}
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}
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meshCombo.SetSelectedByUserdataWithoutCallback(object->meshID);
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renderableCheckBox.SetCheck(object->IsRenderable());
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shadowCheckBox.SetCheck(object->IsCastingShadow());
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navmeshCheckBox.SetCheck(object->filterMask & wi::enums::FILTER_NAVIGATION_MESH);
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cascadeMaskSlider.SetValue((float)object->cascadeMask);
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ditherSlider.SetValue(object->GetTransparency());
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lodSlider.SetValue(object->lod_distance_multiplier);
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drawdistanceSlider.SetValue(object->draw_distance);
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switch (colorComboBox.GetSelected())
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{
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default:
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case 0:
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colorPicker.SetPickColor(wi::Color::fromFloat4(object->color));
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break;
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case 1:
|
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colorPicker.SetPickColor(wi::Color::fromFloat4(object->emissiveColor));
|
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break;
|
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}
|
|
|
|
}
|
|
else
|
|
{
|
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SetEnabled(false);
|
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}
|
|
|
|
|
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}
|
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|
|
|
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void ObjectWindow::ResizeLayout()
|
|
{
|
|
wi::gui::Window::ResizeLayout();
|
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const float padding = 4;
|
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const float width = GetWidgetAreaSize().x;
|
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float y = padding;
|
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float jump = 20;
|
|
|
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float margin_left = 140;
|
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float margin_right = 40;
|
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|
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auto add = [&](wi::gui::Widget& widget) {
|
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if (!widget.IsVisible())
|
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return;
|
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widget.SetPos(XMFLOAT2(margin_left, y));
|
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widget.SetSize(XMFLOAT2(width - margin_left - margin_right, widget.GetScale().y));
|
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y += widget.GetSize().y;
|
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y += padding;
|
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};
|
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auto add_right = [&](wi::gui::Widget& widget) {
|
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if (!widget.IsVisible())
|
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return;
|
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widget.SetPos(XMFLOAT2(width - margin_right - widget.GetSize().x, y));
|
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y += widget.GetSize().y;
|
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y += padding;
|
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};
|
|
auto add_fullwidth = [&](wi::gui::Widget& widget) {
|
|
if (!widget.IsVisible())
|
|
return;
|
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const float margin_left = padding;
|
|
const float margin_right = padding;
|
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widget.SetPos(XMFLOAT2(margin_left, y));
|
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widget.SetSize(XMFLOAT2(width - margin_left - margin_right, widget.GetScale().y));
|
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y += widget.GetSize().y;
|
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y += padding;
|
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};
|
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|
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margin_left = 80;
|
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|
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add(meshCombo);
|
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|
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margin_left = 140;
|
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|
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add_right(renderableCheckBox);
|
|
add_right(shadowCheckBox);
|
|
add_right(navmeshCheckBox);
|
|
add(ditherSlider);
|
|
add(cascadeMaskSlider);
|
|
add(lodSlider);
|
|
add(drawdistanceSlider);
|
|
add(colorComboBox);
|
|
add_fullwidth(colorPicker);
|
|
add(lightmapResolutionSlider);
|
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|
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margin_left = 80;
|
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|
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add(lightmapSourceUVSetComboBox);
|
|
add(generateLightmapButton);
|
|
add(stopLightmapGenButton);
|
|
add(clearLightmapButton);
|
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|
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}
|