Files
WickedEngine/Editor/LayerWindow.cpp
T
Turánszki János 180ddc3586 0.49 (#160)
* 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
2020-10-17 13:17:07 +02:00

102 lines
2.0 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)
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)
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);
}
}
}
else
{
SetEnabled(false);
}
}