Files
WickedEngine/Editor/MeshWindow.cpp
T
2021-06-12 16:49:56 +02:00

703 lines
23 KiB
C++

#include "stdafx.h"
#include "MeshWindow.h"
#include "Editor.h"
#include "Utility/stb_image.h"
#include "meshoptimizer/meshoptimizer.h"
#include <sstream>
using namespace wiECS;
using namespace wiScene;
struct TerraGen : public wiWindow
{
wiSlider dimXSlider;
wiSlider dimYSlider;
wiSlider dimZSlider;
wiButton heightmapButton;
// heightmap texture:
unsigned char* rgb = nullptr;
const int channelCount = 4;
int width = 0, height = 0;
TerraGen()
{
wiWindow::Create("TerraGen");
SetSize(XMFLOAT2(260, 130));
float xx = 20;
float yy = 0;
float stepstep = 25;
float heihei = 20;
dimXSlider.Create(16, 1024, 128, 1024 - 16, "X: ");
dimXSlider.SetTooltip("Terrain mesh grid resolution on X axis");
dimXSlider.SetSize(XMFLOAT2(200, heihei));
dimXSlider.SetPos(XMFLOAT2(xx, yy += stepstep));
AddWidget(&dimXSlider);
dimYSlider.Create(0, 1, 0.5f, 10000, "Y: ");
dimYSlider.SetTooltip("Terrain mesh grid heightmap scale on Y axis");
dimYSlider.SetSize(XMFLOAT2(200, heihei));
dimYSlider.SetPos(XMFLOAT2(xx, yy += stepstep));
AddWidget(&dimYSlider);
dimZSlider.Create(16, 1024, 128, 1024 - 16, "Z: ");
dimZSlider.SetTooltip("Terrain mesh grid resolution on Z axis");
dimZSlider.SetSize(XMFLOAT2(200, heihei));
dimZSlider.SetPos(XMFLOAT2(xx, yy += stepstep));
AddWidget(&dimZSlider);
heightmapButton.Create("Load Heightmap...");
heightmapButton.SetTooltip("Load a heightmap texture, where the red channel corresponds to terrain height and the resolution to dimensions");
heightmapButton.SetSize(XMFLOAT2(200, heihei));
heightmapButton.SetPos(XMFLOAT2(xx, yy += stepstep));
AddWidget(&heightmapButton);
}
~TerraGen()
{
Cleanup();
}
void Cleanup()
{
if (rgb != nullptr)
{
stbi_image_free(rgb);
rgb = nullptr;
}
}
} terragen;
void MeshWindow::Create(EditorComponent* editor)
{
wiWindow::Create("Mesh Window");
SetSize(XMFLOAT2(580, 540));
float x = 150;
float y = 0;
float hei = 18;
float step = hei + 2;
meshInfoLabel.Create("Mesh Info");
meshInfoLabel.SetPos(XMFLOAT2(x - 50, y += step));
meshInfoLabel.SetSize(XMFLOAT2(450, 180));
AddWidget(&meshInfoLabel);
y += 190;
doubleSidedCheckBox.Create("Double Sided: ");
doubleSidedCheckBox.SetTooltip("If enabled, the inside of the mesh will be visible.");
doubleSidedCheckBox.SetSize(XMFLOAT2(hei, hei));
doubleSidedCheckBox.SetPos(XMFLOAT2(x, y += step));
doubleSidedCheckBox.OnClick([&](wiEventArgs args) {
MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
if (mesh != nullptr)
{
mesh->SetDoubleSided(args.bValue);
}
});
AddWidget(&doubleSidedCheckBox);
softbodyCheckBox.Create("Soft body: ");
softbodyCheckBox.SetTooltip("Enable soft body simulation. Tip: Use the Paint Tool to control vertex pinning.");
softbodyCheckBox.SetSize(XMFLOAT2(hei, hei));
softbodyCheckBox.SetPos(XMFLOAT2(x, y += step));
softbodyCheckBox.OnClick([&](wiEventArgs args) {
Scene& scene = wiScene::GetScene();
SoftBodyPhysicsComponent* physicscomponent = scene.softbodies.GetComponent(entity);
if (args.bValue)
{
if (physicscomponent == nullptr)
{
SoftBodyPhysicsComponent& softbody = scene.softbodies.Create(entity);
softbody.friction = frictionSlider.GetValue();
softbody.restitution = restitutionSlider.GetValue();
softbody.mass = massSlider.GetValue();
}
}
else
{
if (physicscomponent != nullptr)
{
scene.softbodies.Remove(entity);
}
}
});
AddWidget(&softbodyCheckBox);
massSlider.Create(0, 10, 1, 100000, "Mass: ");
massSlider.SetTooltip("Set the mass amount for the physics engine.");
massSlider.SetSize(XMFLOAT2(100, hei));
massSlider.SetPos(XMFLOAT2(x, y += step));
massSlider.OnSlide([&](wiEventArgs args) {
SoftBodyPhysicsComponent* physicscomponent = wiScene::GetScene().softbodies.GetComponent(entity);
if (physicscomponent != nullptr)
{
physicscomponent->mass = args.fValue;
}
});
AddWidget(&massSlider);
frictionSlider.Create(0, 1, 0.5f, 100000, "Friction: ");
frictionSlider.SetTooltip("Set the friction amount for the physics engine.");
frictionSlider.SetSize(XMFLOAT2(100, hei));
frictionSlider.SetPos(XMFLOAT2(x, y += step));
frictionSlider.OnSlide([&](wiEventArgs args) {
SoftBodyPhysicsComponent* physicscomponent = wiScene::GetScene().softbodies.GetComponent(entity);
if (physicscomponent != nullptr)
{
physicscomponent->friction = args.fValue;
}
});
AddWidget(&frictionSlider);
restitutionSlider.Create(0, 1, 0, 100000, "Restitution: ");
restitutionSlider.SetTooltip("Set the restitution amount for the physics engine.");
restitutionSlider.SetSize(XMFLOAT2(100, hei));
restitutionSlider.SetPos(XMFLOAT2(x, y += step));
restitutionSlider.OnSlide([&](wiEventArgs args) {
SoftBodyPhysicsComponent* physicscomponent = wiScene::GetScene().softbodies.GetComponent(entity);
if (physicscomponent != nullptr)
{
physicscomponent->restitution = args.fValue;
}
});
AddWidget(&restitutionSlider);
impostorCreateButton.Create("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, hei));
impostorCreateButton.SetPos(XMFLOAT2(x - 50, y += step));
impostorCreateButton.OnClick([&](wiEventArgs args) {
Scene& scene = wiScene::GetScene();
ImpostorComponent* impostor = scene.impostors.GetComponent(entity);
if (impostor == nullptr)
{
impostorCreateButton.SetText("Delete Impostor");
scene.impostors.Create(entity).swapInDistance = impostorDistanceSlider.GetValue();
}
else
{
impostorCreateButton.SetText("Create Impostor");
scene.impostors.Remove(entity);
}
});
AddWidget(&impostorCreateButton);
impostorDistanceSlider.Create(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, hei));
impostorDistanceSlider.SetPos(XMFLOAT2(x, y += step));
impostorDistanceSlider.OnSlide([&](wiEventArgs args) {
ImpostorComponent* impostor = wiScene::GetScene().impostors.GetComponent(entity);
if (impostor != nullptr)
{
impostor->swapInDistance = args.fValue;
}
});
AddWidget(&impostorDistanceSlider);
tessellationFactorSlider.Create(0, 100, 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, hei));
tessellationFactorSlider.SetPos(XMFLOAT2(x, y += step));
tessellationFactorSlider.OnSlide([&](wiEventArgs args) {
MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
if (mesh != nullptr)
{
mesh->tessellationFactor = args.fValue;
}
});
AddWidget(&tessellationFactorSlider);
flipCullingButton.Create("Flip Culling");
flipCullingButton.SetTooltip("Flip faces to reverse triangle culling order.");
flipCullingButton.SetSize(XMFLOAT2(240, hei));
flipCullingButton.SetPos(XMFLOAT2(x - 50, y += step));
flipCullingButton.OnClick([&](wiEventArgs args) {
MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
if (mesh != nullptr)
{
mesh->FlipCulling();
SetEntity(entity);
}
});
AddWidget(&flipCullingButton);
flipNormalsButton.Create("Flip Normals");
flipNormalsButton.SetTooltip("Flip surface normals.");
flipNormalsButton.SetSize(XMFLOAT2(240, hei));
flipNormalsButton.SetPos(XMFLOAT2(x - 50, y += step));
flipNormalsButton.OnClick([&](wiEventArgs args) {
MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
if (mesh != nullptr)
{
mesh->FlipNormals();
SetEntity(entity);
}
});
AddWidget(&flipNormalsButton);
computeNormalsSmoothButton.Create("Compute Normals [SMOOTH]");
computeNormalsSmoothButton.SetTooltip("Compute surface normals of the mesh. Resulting normals will be unique per vertex. This can reduce vertex count, but is slow.");
computeNormalsSmoothButton.SetSize(XMFLOAT2(240, hei));
computeNormalsSmoothButton.SetPos(XMFLOAT2(x - 50, y += step));
computeNormalsSmoothButton.OnClick([&](wiEventArgs args) {
MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
if (mesh != nullptr)
{
mesh->ComputeNormals(MeshComponent::COMPUTE_NORMALS_SMOOTH);
SetEntity(entity);
}
});
AddWidget(&computeNormalsSmoothButton);
computeNormalsHardButton.Create("Compute Normals [HARD]");
computeNormalsHardButton.SetTooltip("Compute surface normals of the mesh. Resulting normals will be unique per face. This can increase vertex count.");
computeNormalsHardButton.SetSize(XMFLOAT2(240, hei));
computeNormalsHardButton.SetPos(XMFLOAT2(x - 50, y += step));
computeNormalsHardButton.OnClick([&](wiEventArgs args) {
MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
if (mesh != nullptr)
{
mesh->ComputeNormals(MeshComponent::COMPUTE_NORMALS_HARD);
SetEntity(entity);
}
});
AddWidget(&computeNormalsHardButton);
recenterButton.Create("Recenter");
recenterButton.SetTooltip("Recenter mesh to AABB center.");
recenterButton.SetSize(XMFLOAT2(240, hei));
recenterButton.SetPos(XMFLOAT2(x - 50, y += step));
recenterButton.OnClick([&](wiEventArgs args) {
MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
if (mesh != nullptr)
{
mesh->Recenter();
SetEntity(entity);
}
});
AddWidget(&recenterButton);
recenterToBottomButton.Create("RecenterToBottom");
recenterToBottomButton.SetTooltip("Recenter mesh to AABB bottom.");
recenterToBottomButton.SetSize(XMFLOAT2(240, hei));
recenterToBottomButton.SetPos(XMFLOAT2(x - 50, y += step));
recenterToBottomButton.OnClick([&](wiEventArgs args) {
MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
if (mesh != nullptr)
{
mesh->RecenterToBottom();
SetEntity(entity);
}
});
AddWidget(&recenterToBottomButton);
optimizeButton.Create("Optimize");
optimizeButton.SetTooltip("Run the meshoptimizer library.");
optimizeButton.SetSize(XMFLOAT2(240, hei));
optimizeButton.SetPos(XMFLOAT2(x - 50, y += step));
optimizeButton.OnClick([&](wiEventArgs args) {
MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
if (mesh != nullptr)
{
// https://github.com/zeux/meshoptimizer#vertex-cache-optimization
size_t index_count = mesh->indices.size();
size_t vertex_count = mesh->vertex_positions.size();
std::vector<uint32_t> indices(index_count);
meshopt_optimizeVertexCache(indices.data(), mesh->indices.data(), index_count, vertex_count);
mesh->indices = indices;
mesh->CreateRenderData();
SetEntity(entity);
}
});
AddWidget(&optimizeButton);
x = 150;
y = 190;
terrainCheckBox.Create("Terrain: ");
terrainCheckBox.SetTooltip("If enabled, the mesh will use multiple materials and blend between them based on vertex colors.");
terrainCheckBox.SetSize(XMFLOAT2(hei, hei));
terrainCheckBox.SetPos(XMFLOAT2(x, y += step));
terrainCheckBox.OnClick([&](wiEventArgs args) {
MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
if (mesh != nullptr)
{
mesh->SetTerrain(args.bValue);
if (args.bValue && mesh->vertex_colors.empty())
{
mesh->vertex_colors.resize(mesh->vertex_positions.size());
std::fill(mesh->vertex_colors.begin(), mesh->vertex_colors.end(), wiColor::Red().rgba); // fill red (meaning only blend base material)
mesh->CreateRenderData();
for (auto& subset : mesh->subsets)
{
MaterialComponent* material = wiScene::GetScene().materials.GetComponent(subset.materialID);
if (material != nullptr)
{
material->SetUseVertexColors(true);
}
}
}
SetEntity(entity); // refresh information label
}
});
AddWidget(&terrainCheckBox);
terrainMat1Combo.Create("Terrain Material 1: ");
terrainMat1Combo.SetSize(XMFLOAT2(200, hei));
terrainMat1Combo.SetPos(XMFLOAT2(x + 180, y));
terrainMat1Combo.SetEnabled(false);
terrainMat1Combo.OnSelect([&](wiEventArgs args) {
MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
if (mesh != nullptr)
{
if (args.iValue == 0)
{
mesh->terrain_material1 = INVALID_ENTITY;
}
else
{
Scene& scene = wiScene::GetScene();
mesh->terrain_material1 = scene.materials.GetEntity(args.iValue - 1);
}
}
});
terrainMat1Combo.SetTooltip("Choose a sub terrain blend material. (GREEN vertex color mask)");
AddWidget(&terrainMat1Combo);
terrainMat2Combo.Create("Terrain Material 2: ");
terrainMat2Combo.SetSize(XMFLOAT2(200, hei));
terrainMat2Combo.SetPos(XMFLOAT2(x + 180, y += step));
terrainMat2Combo.SetEnabled(false);
terrainMat2Combo.OnSelect([&](wiEventArgs args) {
MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
if (mesh != nullptr)
{
if (args.iValue == 0)
{
mesh->terrain_material2 = INVALID_ENTITY;
}
else
{
Scene& scene = wiScene::GetScene();
mesh->terrain_material2 = scene.materials.GetEntity(args.iValue - 1);
}
}
});
terrainMat2Combo.SetTooltip("Choose a sub terrain blend material. (BLUE vertex color mask)");
AddWidget(&terrainMat2Combo);
terrainMat3Combo.Create("Terrain Material 3: ");
terrainMat3Combo.SetSize(XMFLOAT2(200, hei));
terrainMat3Combo.SetPos(XMFLOAT2(x + 180, y += step));
terrainMat3Combo.SetEnabled(false);
terrainMat3Combo.OnSelect([&](wiEventArgs args) {
MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
if (mesh != nullptr)
{
if (args.iValue == 0)
{
mesh->terrain_material3 = INVALID_ENTITY;
}
else
{
Scene& scene = wiScene::GetScene();
mesh->terrain_material3 = scene.materials.GetEntity(args.iValue - 1);
}
}
});
terrainMat3Combo.SetTooltip("Choose a sub terrain blend material. (ALPHA vertex color mask)");
AddWidget(&terrainMat3Combo);
terrainGenButton.Create("Generate Terrain...");
terrainGenButton.SetTooltip("Generate terrain meshes.");
terrainGenButton.SetSize(XMFLOAT2(200, hei));
terrainGenButton.SetPos(XMFLOAT2(x + 180, y += step));
terrainGenButton.OnClick([=](wiEventArgs args) {
terragen.Cleanup();
terragen.SetVisible(true);
editor->GetGUI().RemoveWidget(&terragen);
editor->GetGUI().AddWidget(&terragen);
terragen.SetPos(XMFLOAT2(
terrainGenButton.translation.x + terrainGenButton.scale.x + 10,
terrainGenButton.translation.y)
);
Scene& scene = wiScene::GetScene();
Entity entity = scene.Entity_CreateObject("editorTerrain");
ObjectComponent& object = *scene.objects.GetComponent(entity);
object.meshID = scene.Entity_CreateMesh("terrainMesh");
MeshComponent* mesh = scene.meshes.GetComponent(object.meshID);
mesh->SetTerrain(true);
mesh->subsets.emplace_back();
mesh->subsets.back().materialID = scene.Entity_CreateMaterial("terrainMaterial");
mesh->subsets.back().indexOffset = 0;
MaterialComponent* material = scene.materials.GetComponent(mesh->subsets.back().materialID);
material->SetUseVertexColors(true);
auto generate_mesh = [=] (int width, int height, unsigned char* rgb = nullptr,
int channelCount = 4, float heightmap_scale = 1)
{
mesh->vertex_positions.resize(width * height);
mesh->vertex_normals.resize(width * height);
mesh->vertex_colors.resize(width * height);
mesh->vertex_uvset_0.resize(width* height);
mesh->vertex_uvset_1.resize(width* height);
mesh->vertex_atlas.resize(width* height);
for (int i = 0; i < width; ++i)
{
for (int j = 0; j < height; ++j)
{
size_t index = size_t(i + j * width);
mesh->vertex_positions[index] = XMFLOAT3((float)i - (float)width * 0.5f, 0, (float)j - (float)height * 0.5f);
if (rgb != nullptr)
mesh->vertex_positions[index].y = ((float)rgb[index * channelCount] - 127.0f) * heightmap_scale;
mesh->vertex_colors[index] = wiColor::Red().rgba;
XMFLOAT2 uv = XMFLOAT2((float)i / (float)width, (float)j / (float)height);
mesh->vertex_uvset_0[index] = uv;
mesh->vertex_uvset_1[index] = uv;
mesh->vertex_atlas[index] = uv;
}
}
mesh->indices.resize((width - 1) * (height - 1) * 6);
size_t counter = 0;
for (int x = 0; x < width - 1; x++)
{
for (int y = 0; y < height - 1; y++)
{
int lowerLeft = x + y * width;
int lowerRight = (x + 1) + y * width;
int topLeft = x + (y + 1) * width;
int topRight = (x + 1) + (y + 1) * width;
mesh->indices[counter++] = topLeft;
mesh->indices[counter++] = lowerLeft;
mesh->indices[counter++] = lowerRight;
mesh->indices[counter++] = topLeft;
mesh->indices[counter++] = lowerRight;
mesh->indices[counter++] = topRight;
}
}
mesh->subsets.back().indexCount = (uint32_t)mesh->indices.size();
mesh->ComputeNormals(MeshComponent::COMPUTE_NORMALS_SMOOTH_FAST);
};
generate_mesh(128, 128);
editor->ClearSelected();
wiScene::PickResult pick;
pick.entity = entity;
pick.subsetIndex = 0;
editor->AddSelected(pick);
SetEntity(object.meshID);
terragen.dimXSlider.OnSlide([=](wiEventArgs args) {
terragen.width = (int)terragen.dimXSlider.GetValue();
terragen.height = (int)terragen.dimZSlider.GetValue();
generate_mesh(terragen.width, terragen.height);
});
terragen.dimZSlider.OnSlide([=](wiEventArgs args) {
terragen.width = (int)terragen.dimXSlider.GetValue();
terragen.height = (int)terragen.dimZSlider.GetValue();
generate_mesh(terragen.width, terragen.height);
});
terragen.dimYSlider.OnSlide([=](wiEventArgs args) {
generate_mesh(terragen.width, terragen.height, terragen.rgb, terragen.channelCount, args.fValue);
});
terragen.heightmapButton.OnClick([=](wiEventArgs args) {
wiHelper::FileDialogParams params;
params.type = wiHelper::FileDialogParams::OPEN;
params.description = "Texture";
params.extensions.push_back("dds");
params.extensions.push_back("png");
params.extensions.push_back("jpg");
params.extensions.push_back("jpeg");
params.extensions.push_back("tga");
params.extensions.push_back("bmp");
wiHelper::FileDialog(params, [=](std::string fileName) {
wiEvent::Subscribe_Once(SYSTEM_EVENT_THREAD_SAFE_POINT, [=](uint64_t userdata) {
if (terragen.rgb != nullptr)
{
stbi_image_free(terragen.rgb);
terragen.rgb = nullptr;
}
int bpp;
terragen.rgb = stbi_load(fileName.c_str(), &terragen.width, &terragen.height, &bpp, terragen.channelCount);
generate_mesh(terragen.width, terragen.height, terragen.rgb, terragen.channelCount, terragen.dimYSlider.GetValue());
});
});
});
});
AddWidget(&terrainGenButton);
morphTargetCombo.Create("Morph Target:");
morphTargetCombo.SetSize(XMFLOAT2(100, hei));
morphTargetCombo.SetPos(XMFLOAT2(x + 280, y += step));
morphTargetCombo.OnSelect([&](wiEventArgs args) {
MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
if (mesh != nullptr && args.iValue < (int)mesh->targets.size())
{
morphTargetSlider.SetValue(mesh->targets[args.iValue].weight);
}
});
morphTargetCombo.SetTooltip("Choose a morph target to edit weight.");
AddWidget(&morphTargetCombo);
morphTargetSlider.Create(0, 1, 0, 100000, "Weight: ");
morphTargetSlider.SetTooltip("Set the weight for morph target");
morphTargetSlider.SetSize(XMFLOAT2(100, hei));
morphTargetSlider.SetPos(XMFLOAT2(x + 280, y += step));
morphTargetSlider.OnSlide([&](wiEventArgs args) {
MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
if (mesh != nullptr && morphTargetCombo.GetSelected() < (int)mesh->targets.size())
{
mesh->targets[morphTargetCombo.GetSelected()].weight = args.fValue;
mesh->dirty_morph = true;
}
});
AddWidget(&morphTargetSlider);
Translate(XMFLOAT3((float)editor->GetLogicalWidth() - 1000, 80, 0));
SetVisible(false);
SetEntity(INVALID_ENTITY);
}
void MeshWindow::SetEntity(Entity entity)
{
this->entity = entity;
Scene&scene = wiScene::GetScene();
const MeshComponent* mesh = scene.meshes.GetComponent(entity);
if (mesh == nullptr || !mesh->IsTerrain())
{
terragen.Cleanup();
terragen.SetVisible(false);
}
if (mesh != nullptr)
{
const NameComponent& name = *scene.names.GetComponent(entity);
std::stringstream ss("");
ss << "Mesh name: " << name.name << std::endl;
ss << "Vertex count: " << mesh->vertex_positions.size() << std::endl;
ss << "Index count: " << mesh->indices.size() << std::endl;
ss << "Subset count: " << mesh->subsets.size() << std::endl;
ss << std::endl << "Vertex buffers: ";
if (mesh->vertexBuffer_POS.IsValid()) ss << "position; ";
if (mesh->vertexBuffer_UV0.IsValid()) ss << "uvset_0; ";
if (mesh->vertexBuffer_UV1.IsValid()) ss << "uvset_1; ";
if (mesh->vertexBuffer_ATL.IsValid()) ss << "atlas; ";
if (mesh->vertexBuffer_COL.IsValid()) ss << "color; ";
if (mesh->vertexBuffer_PRE.IsValid()) ss << "prevPos; ";
if (mesh->vertexBuffer_BON.IsValid()) ss << "bone; ";
if (mesh->vertexBuffer_TAN.IsValid()) ss << "tangent; ";
if (mesh->streamoutBuffer_POS.IsValid()) ss << "streamout_position; ";
if (mesh->streamoutBuffer_TAN.IsValid()) ss << "streamout_tangents; ";
if (mesh->IsTerrain()) ss << std::endl << std::endl << "Terrain will use 4 blend materials and blend by vertex colors, the default one is always the subset material and uses RED vertex color channel mask, the other 3 are selectable below.";
meshInfoLabel.SetText(ss.str());
terrainCheckBox.SetCheck(mesh->IsTerrain());
terrainMat1Combo.ClearItems();
terrainMat1Combo.AddItem("OFF (Use subset)");
terrainMat2Combo.ClearItems();
terrainMat2Combo.AddItem("OFF (Use subset)");
terrainMat3Combo.ClearItems();
terrainMat3Combo.AddItem("OFF (Use subset)");
for (size_t i = 0; i < scene.materials.GetCount(); ++i)
{
Entity entity = scene.materials.GetEntity(i);
const NameComponent& name = *scene.names.GetComponent(entity);
terrainMat1Combo.AddItem(name.name);
terrainMat2Combo.AddItem(name.name);
terrainMat3Combo.AddItem(name.name);
if (mesh->terrain_material1 == entity)
{
terrainMat1Combo.SetSelected((int)i + 1);
}
if (mesh->terrain_material2 == entity)
{
terrainMat2Combo.SetSelected((int)i + 1);
}
if (mesh->terrain_material3 == entity)
{
terrainMat3Combo.SetSelected((int)i + 1);
}
}
doubleSidedCheckBox.SetCheck(mesh->IsDoubleSided());
const ImpostorComponent* impostor = scene.impostors.GetComponent(entity);
if (impostor != nullptr)
{
impostorDistanceSlider.SetValue(impostor->swapInDistance);
}
tessellationFactorSlider.SetValue(mesh->GetTessellationFactor());
softbodyCheckBox.SetCheck(false);
SoftBodyPhysicsComponent* physicscomponent = wiScene::GetScene().softbodies.GetComponent(entity);
if (physicscomponent != nullptr)
{
softbodyCheckBox.SetCheck(true);
massSlider.SetValue(physicscomponent->mass);
frictionSlider.SetValue(physicscomponent->friction);
restitutionSlider.SetValue(physicscomponent->restitution);
}
uint8_t selected = morphTargetCombo.GetSelected();
morphTargetCombo.ClearItems();
for (size_t i = 0; i < mesh->targets.size(); i++)
{
morphTargetCombo.AddItem(std::to_string(i).c_str());
}
if (selected < mesh->targets.size())
{
morphTargetCombo.SetSelected(selected);
}
SetEnabled(true);
}
else
{
meshInfoLabel.SetText("Select a mesh...");
SetEnabled(false);
}
terrainGenButton.SetEnabled(true);
}