180ddc3586
* 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
102 lines
2.0 KiB
C++
102 lines
2.0 KiB
C++
#include "stdafx.h"
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#include "LayerWindow.h"
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#include "Editor.h"
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using namespace wiECS;
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using namespace wiScene;
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void LayerWindow::Create(EditorComponent* editor)
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{
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wiWindow::Create("Layer Window");
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SetSize(XMFLOAT2(410, 160));
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float x = 30;
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float y = 0;
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float step = 25;
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float siz = 20;
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for (uint32_t i = 0; i < arraysize(layers); ++i)
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{
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layers[i].Create("");
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layers[i].SetText(std::to_string(i) + ": ");
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layers[i].SetPos(XMFLOAT2(x + (i % 8) * 50, y + (i / 8 + 1) * step));
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layers[i].OnClick([=](wiEventArgs args) {
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LayerComponent* layer = wiScene::GetScene().layers.GetComponent(entity);
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if (layer == nullptr)
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{
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layer = &wiScene::GetScene().layers.Create(entity);
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}
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if (args.bValue)
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{
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layer->layerMask |= 1 << i;
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}
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else
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{
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layer->layerMask &= ~(1 << i);
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}
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});
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AddWidget(&layers[i]);
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}
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y += step * 5;
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enableAllButton.Create("Enable ALL");
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enableAllButton.SetPos(XMFLOAT2(x, y));
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enableAllButton.OnClick([this](wiEventArgs args) {
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LayerComponent* layer = wiScene::GetScene().layers.GetComponent(entity);
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if (layer == nullptr)
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return;
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layer->layerMask = ~0;
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});
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AddWidget(&enableAllButton);
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enableNoneButton.Create("Enable NONE");
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enableNoneButton.SetPos(XMFLOAT2(x + 120, y));
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enableNoneButton.OnClick([this](wiEventArgs args) {
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LayerComponent* layer = wiScene::GetScene().layers.GetComponent(entity);
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if (layer == nullptr)
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return;
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layer->layerMask = 0;
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});
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AddWidget(&enableNoneButton);
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Translate(XMFLOAT3((float)wiRenderer::GetDevice()->GetScreenWidth() - 450, 300, 0));
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SetVisible(false);
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SetEntity(INVALID_ENTITY);
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}
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void LayerWindow::SetEntity(Entity entity)
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{
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this->entity = entity;
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if (entity != INVALID_ENTITY)
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{
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SetEnabled(true);
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LayerComponent* layer = wiScene::GetScene().layers.GetComponent(entity);
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if (layer == nullptr)
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{
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for (uint32_t i = 0; i < 32; ++i)
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{
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layers[i].SetCheck(true);
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}
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}
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else
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{
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for (uint32_t i = 0; i < 32; ++i)
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{
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layers[i].SetCheck(layer->GetLayerMask() & 1 << i);
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}
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}
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}
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else
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{
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SetEnabled(false);
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}
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}
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