Files
WickedEngine/Editor/MeshWindow.cpp
T
Turánszki János eff37576b5 Improving window layouts (#532)
* improving component window layouts

* sound window update

* transform window update

* editor top gui animation; delete callback for entity tree

* layer window update

* other layout changes

* grid helper ini

* don't allow negative or zero local scale

* version bump

* camera fps config check if exists
2022-08-26 09:21:19 +02:00

785 lines
26 KiB
C++

#include "stdafx.h"
#include "MeshWindow.h"
#include "Editor.h"
#include "Utility/stb_image.h"
#include "meshoptimizer/meshoptimizer.h"
#include <string>
using namespace wi::ecs;
using namespace wi::scene;
void MeshWindow::Create(EditorComponent* _editor)
{
editor = _editor;
wi::gui::Window::Create(ICON_MESH " Mesh", wi::gui::Window::WindowControls::COLLAPSE | wi::gui::Window::WindowControls::CLOSE);
SetSize(XMFLOAT2(580, 700));
closeButton.SetTooltip("Delete MeshComponent");
OnClose([=](wi::gui::EventArgs args) {
wi::Archive& archive = editor->AdvanceHistory();
archive << EditorComponent::HISTORYOP_COMPONENT_DATA;
editor->RecordEntity(archive, entity);
editor->GetCurrentScene().meshes.Remove(entity);
editor->RecordEntity(archive, entity);
editor->optionsWnd.RefreshEntityTree();
});
float x = 95;
float y = 0;
float hei = 18;
float step = hei + 2;
float wid = 170;
float infolabel_height = 190;
meshInfoLabel.Create("Mesh Info");
meshInfoLabel.SetPos(XMFLOAT2(20, y));
meshInfoLabel.SetSize(XMFLOAT2(260, infolabel_height));
meshInfoLabel.SetColor(wi::Color::Transparent());
AddWidget(&meshInfoLabel);
// Left side:
y = infolabel_height + 5;
subsetComboBox.Create("Select subset: ");
subsetComboBox.SetSize(XMFLOAT2(40, hei));
subsetComboBox.SetPos(XMFLOAT2(x, y));
subsetComboBox.SetEnabled(false);
subsetComboBox.OnSelect([=](wi::gui::EventArgs args) {
Scene& scene = editor->GetCurrentScene();
MeshComponent* mesh = scene.meshes.GetComponent(entity);
if (mesh != nullptr)
{
subset = args.iValue;
if (!editor->translator.selected.empty())
{
editor->translator.selected.back().subsetIndex = subset;
}
}
});
subsetComboBox.SetTooltip("Select a subset. A subset can also be selected by picking it in the 3D scene.\nLook at the material window when a subset is selected to edit it.");
AddWidget(&subsetComboBox);
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([&](wi::gui::EventArgs args) {
MeshComponent* mesh = editor->GetCurrentScene().meshes.GetComponent(entity);
if (mesh != nullptr)
{
mesh->SetDoubleSided(args.bValue);
}
});
AddWidget(&doubleSidedCheckBox);
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(wid, hei));
impostorCreateButton.SetPos(XMFLOAT2(x, y += step));
impostorCreateButton.OnClick([&](wi::gui::EventArgs args) {
Scene& scene = editor->GetCurrentScene();
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 Dist: ");
impostorDistanceSlider.SetTooltip("Assign the distance where the mesh geometry should be switched to the impostor image.");
impostorDistanceSlider.SetSize(XMFLOAT2(wid, hei));
impostorDistanceSlider.SetPos(XMFLOAT2(x, y += step));
impostorDistanceSlider.OnSlide([&](wi::gui::EventArgs args) {
ImpostorComponent* impostor = editor->GetCurrentScene().impostors.GetComponent(entity);
if (impostor != nullptr)
{
impostor->swapInDistance = args.fValue;
}
});
AddWidget(&impostorDistanceSlider);
tessellationFactorSlider.Create(0, 100, 0, 10000, "Tess 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(wid, hei));
tessellationFactorSlider.SetPos(XMFLOAT2(x, y += step));
tessellationFactorSlider.OnSlide([&](wi::gui::EventArgs args) {
MeshComponent* mesh = editor->GetCurrentScene().meshes.GetComponent(entity);
if (mesh != nullptr)
{
mesh->tessellationFactor = args.fValue;
}
});
AddWidget(&tessellationFactorSlider);
float mod_x = x - 20;
float mod_wid = wid + 40;
flipCullingButton.Create("Flip Culling");
flipCullingButton.SetTooltip("Flip faces to reverse triangle culling order.");
flipCullingButton.SetSize(XMFLOAT2(mod_wid, hei));
flipCullingButton.SetPos(XMFLOAT2(mod_x, y += step));
flipCullingButton.OnClick([&](wi::gui::EventArgs args) {
MeshComponent* mesh = editor->GetCurrentScene().meshes.GetComponent(entity);
if (mesh != nullptr)
{
mesh->FlipCulling();
SetEntity(entity, subset);
}
});
AddWidget(&flipCullingButton);
flipNormalsButton.Create("Flip Normals");
flipNormalsButton.SetTooltip("Flip surface normals.");
flipNormalsButton.SetSize(XMFLOAT2(mod_wid, hei));
flipNormalsButton.SetPos(XMFLOAT2(mod_x, y += step));
flipNormalsButton.OnClick([&](wi::gui::EventArgs args) {
MeshComponent* mesh = editor->GetCurrentScene().meshes.GetComponent(entity);
if (mesh != nullptr)
{
mesh->FlipNormals();
SetEntity(entity, subset);
}
});
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(mod_wid, hei));
computeNormalsSmoothButton.SetPos(XMFLOAT2(mod_x, y += step));
computeNormalsSmoothButton.OnClick([&](wi::gui::EventArgs args) {
MeshComponent* mesh = editor->GetCurrentScene().meshes.GetComponent(entity);
if (mesh != nullptr)
{
mesh->ComputeNormals(MeshComponent::COMPUTE_NORMALS_SMOOTH);
SetEntity(entity, subset);
}
});
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(mod_wid, hei));
computeNormalsHardButton.SetPos(XMFLOAT2(mod_x, y += step));
computeNormalsHardButton.OnClick([&](wi::gui::EventArgs args) {
MeshComponent* mesh = editor->GetCurrentScene().meshes.GetComponent(entity);
if (mesh != nullptr)
{
mesh->ComputeNormals(MeshComponent::COMPUTE_NORMALS_HARD);
SetEntity(entity, subset);
}
});
AddWidget(&computeNormalsHardButton);
recenterButton.Create("Recenter");
recenterButton.SetTooltip("Recenter mesh to AABB center.");
recenterButton.SetSize(XMFLOAT2(mod_wid, hei));
recenterButton.SetPos(XMFLOAT2(mod_x, y += step));
recenterButton.OnClick([&](wi::gui::EventArgs args) {
MeshComponent* mesh = editor->GetCurrentScene().meshes.GetComponent(entity);
if (mesh != nullptr)
{
mesh->Recenter();
SetEntity(entity, subset);
}
});
AddWidget(&recenterButton);
recenterToBottomButton.Create("RecenterToBottom");
recenterToBottomButton.SetTooltip("Recenter mesh to AABB bottom.");
recenterToBottomButton.SetSize(XMFLOAT2(mod_wid, hei));
recenterToBottomButton.SetPos(XMFLOAT2(mod_x, y += step));
recenterToBottomButton.OnClick([&](wi::gui::EventArgs args) {
MeshComponent* mesh = editor->GetCurrentScene().meshes.GetComponent(entity);
if (mesh != nullptr)
{
mesh->RecenterToBottom();
SetEntity(entity, subset);
}
});
AddWidget(&recenterToBottomButton);
mergeButton.Create("Merge Selected");
mergeButton.SetTooltip("Merges selected objects/meshes into one.");
mergeButton.SetSize(XMFLOAT2(mod_wid, hei));
mergeButton.SetPos(XMFLOAT2(mod_x, y += step));
mergeButton.OnClick([=](wi::gui::EventArgs args) {
Scene& scene = editor->GetCurrentScene();
MeshComponent merged_mesh;
bool valid_normals = false;
bool valid_uvset_0 = false;
bool valid_uvset_1 = false;
bool valid_atlas = false;
bool valid_boneindices = false;
bool valid_boneweights = false;
bool valid_colors = false;
bool valid_windweights = false;
wi::unordered_set<Entity> entities_to_remove;
Entity prev_subset_material = INVALID_ENTITY;
for (auto& picked : editor->translator.selected)
{
ObjectComponent* object = scene.objects.GetComponent(picked.entity);
if (object == nullptr)
continue;
MeshComponent* mesh = scene.meshes.GetComponent(object->meshID);
if (mesh == nullptr)
continue;
const TransformComponent* transform = scene.transforms.GetComponent(picked.entity);
XMMATRIX W = XMLoadFloat4x4(&transform->world);
uint32_t vertexOffset = (uint32_t)merged_mesh.vertex_positions.size();
uint32_t indexOffset = (uint32_t)merged_mesh.indices.size();
for (auto& ind : mesh->indices)
{
merged_mesh.indices.push_back(vertexOffset + ind);
}
uint32_t first_subset = 0;
uint32_t last_subset = 0;
mesh->GetLODSubsetRange(0, first_subset, last_subset);
for (uint32_t subsetIndex = first_subset; subsetIndex < last_subset; ++subsetIndex)
{
const MeshComponent::MeshSubset& subset = mesh->subsets[subsetIndex];
if (subset.materialID != prev_subset_material)
{
// new subset
prev_subset_material = subset.materialID;
merged_mesh.subsets.push_back(subset);
merged_mesh.subsets.back().indexOffset += indexOffset;
}
else
{
// append to previous subset
merged_mesh.subsets.back().indexCount += subset.indexCount;
}
}
for (size_t i = 0; i < mesh->vertex_positions.size(); ++i)
{
merged_mesh.vertex_positions.push_back(mesh->vertex_positions[i]);
XMStoreFloat3(&merged_mesh.vertex_positions.back(), XMVector3Transform(XMLoadFloat3(&merged_mesh.vertex_positions.back()), W));
if (mesh->vertex_normals.empty())
{
merged_mesh.vertex_normals.emplace_back();
}
else
{
valid_normals = true;
merged_mesh.vertex_normals.push_back(mesh->vertex_normals[i]);
XMStoreFloat3(&merged_mesh.vertex_normals.back(), XMVector3TransformNormal(XMLoadFloat3(&merged_mesh.vertex_normals.back()), W));
}
if (mesh->vertex_uvset_0.empty())
{
merged_mesh.vertex_uvset_0.emplace_back();
}
else
{
valid_uvset_0 = true;
merged_mesh.vertex_uvset_0.push_back(mesh->vertex_uvset_0[i]);
}
if (mesh->vertex_uvset_1.empty())
{
merged_mesh.vertex_uvset_1.emplace_back();
}
else
{
valid_uvset_1 = true;
merged_mesh.vertex_uvset_1.push_back(mesh->vertex_uvset_1[i]);
}
if (mesh->vertex_atlas.empty())
{
merged_mesh.vertex_atlas.emplace_back();
}
else
{
valid_atlas = true;
merged_mesh.vertex_atlas.push_back(mesh->vertex_atlas[i]);
}
if (mesh->vertex_boneindices.empty())
{
merged_mesh.vertex_boneindices.emplace_back();
}
else
{
valid_boneindices = true;
merged_mesh.vertex_boneindices.push_back(mesh->vertex_boneindices[i]);
}
if (mesh->vertex_boneweights.empty())
{
merged_mesh.vertex_boneweights.emplace_back();
}
else
{
valid_boneweights = true;
merged_mesh.vertex_boneweights.push_back(mesh->vertex_boneweights[i]);
}
if (mesh->vertex_colors.empty())
{
merged_mesh.vertex_colors.push_back(~0u);
}
else
{
valid_colors = true;
merged_mesh.vertex_colors.push_back(mesh->vertex_colors[i]);
}
if (mesh->vertex_windweights.empty())
{
merged_mesh.vertex_windweights.emplace_back();
}
else
{
valid_windweights = true;
merged_mesh.vertex_windweights.push_back(mesh->vertex_windweights[i]);
}
}
if (merged_mesh.armatureID == INVALID_ENTITY)
{
merged_mesh.armatureID = mesh->armatureID;
}
entities_to_remove.insert(object->meshID);
entities_to_remove.insert(picked.entity);
}
if (!merged_mesh.vertex_positions.empty())
{
if (!valid_normals)
merged_mesh.vertex_normals.clear();
if (!valid_uvset_0)
merged_mesh.vertex_uvset_0.clear();
if (!valid_uvset_1)
merged_mesh.vertex_uvset_1.clear();
if (!valid_atlas)
merged_mesh.vertex_atlas.clear();
if (!valid_boneindices)
merged_mesh.vertex_boneindices.clear();
if (!valid_boneweights)
merged_mesh.vertex_boneweights.clear();
if (!valid_colors)
merged_mesh.vertex_colors.clear();
if (!valid_windweights)
merged_mesh.vertex_windweights.clear();
Entity merged_object_entity = scene.Entity_CreateObject("mergedObject");
Entity merged_mesh_entity = scene.Entity_CreateMesh("mergedMesh");
ObjectComponent* object = scene.objects.GetComponent(merged_object_entity);
object->meshID = merged_mesh_entity;
MeshComponent* mesh = scene.meshes.GetComponent(merged_mesh_entity);
*mesh = std::move(merged_mesh);
mesh->CreateRenderData();
}
for (auto& x : entities_to_remove)
{
scene.Entity_Remove(x);
}
});
AddWidget(&mergeButton);
optimizeButton.Create("Optimize");
optimizeButton.SetTooltip("Run the meshoptimizer library.");
optimizeButton.SetSize(XMFLOAT2(mod_wid, hei));
optimizeButton.SetPos(XMFLOAT2(mod_x, y += step));
optimizeButton.OnClick([&](wi::gui::EventArgs args) {
MeshComponent* mesh = editor->GetCurrentScene().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();
wi::vector<uint32_t> indices(index_count);
meshopt_optimizeVertexCache(indices.data(), mesh->indices.data(), index_count, vertex_count);
mesh->indices = indices;
mesh->CreateRenderData();
SetEntity(entity, subset);
}
});
AddWidget(&optimizeButton);
subsetMaterialComboBox.Create("Material: ");
subsetMaterialComboBox.SetSize(XMFLOAT2(wid, hei));
subsetMaterialComboBox.SetPos(XMFLOAT2(x, y += step));
subsetMaterialComboBox.SetEnabled(false);
subsetMaterialComboBox.OnSelect([&](wi::gui::EventArgs args) {
Scene& scene = editor->GetCurrentScene();
MeshComponent* mesh = scene.meshes.GetComponent(entity);
if (mesh != nullptr && subset >= 0 && subset < mesh->subsets.size())
{
MeshComponent::MeshSubset& meshsubset = mesh->subsets[subset];
if (args.iValue == 0)
{
meshsubset.materialID = INVALID_ENTITY;
}
else
{
MeshComponent::MeshSubset& meshsubset = mesh->subsets[subset];
meshsubset.materialID = scene.materials.GetEntity(args.iValue - 1);
}
}
});
subsetMaterialComboBox.SetTooltip("Set the base material of the selected MeshSubset");
AddWidget(&subsetMaterialComboBox);
morphTargetCombo.Create("Morph Target:");
morphTargetCombo.SetSize(XMFLOAT2(wid, hei));
morphTargetCombo.SetPos(XMFLOAT2(x, y += step));
morphTargetCombo.OnSelect([&](wi::gui::EventArgs args) {
MeshComponent* mesh = editor->GetCurrentScene().meshes.GetComponent(entity);
if (mesh != nullptr && args.iValue < (int)mesh->morph_targets.size())
{
morphTargetSlider.SetValue(mesh->morph_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(wid, hei));
morphTargetSlider.SetPos(XMFLOAT2(x, y += step));
morphTargetSlider.OnSlide([&](wi::gui::EventArgs args) {
MeshComponent* mesh = editor->GetCurrentScene().meshes.GetComponent(entity);
if (mesh != nullptr && morphTargetCombo.GetSelected() < (int)mesh->morph_targets.size())
{
mesh->morph_targets[morphTargetCombo.GetSelected()].weight = args.fValue;
mesh->dirty_morph = true;
}
});
AddWidget(&morphTargetSlider);
lodgenButton.Create("LOD Gen");
lodgenButton.SetTooltip("Generate LODs (levels of detail).");
lodgenButton.SetSize(XMFLOAT2(wid, hei));
lodgenButton.SetPos(XMFLOAT2(x, y += step));
lodgenButton.OnClick([&](wi::gui::EventArgs args) {
MeshComponent* mesh = editor->GetCurrentScene().meshes.GetComponent(entity);
if (mesh != nullptr)
{
if (mesh->subsets_per_lod == 0)
{
// if there were no lods before, record the subset count without lods:
mesh->subsets_per_lod = (uint32_t)mesh->subsets.size();
}
// https://github.com/zeux/meshoptimizer/blob/bedaaaf6e710d3b42d49260ca738c15d171b1a8f/demo/main.cpp
size_t index_count = mesh->indices.size();
size_t vertex_count = mesh->vertex_positions.size();
const size_t lod_count = (size_t)lodCountSlider.GetValue();
struct LOD
{
struct Subset
{
wi::vector<uint32_t> indices;
};
wi::vector<Subset> subsets;
};
wi::vector<LOD> lods(lod_count);
const float target_error = lodErrorSlider.GetValue();
for (size_t i = 0; i < lod_count; ++i)
{
lods[i].subsets.resize(mesh->subsets_per_lod);
for (uint32_t subsetIndex = 0; subsetIndex < mesh->subsets_per_lod; ++subsetIndex)
{
const MeshComponent::MeshSubset& subset = mesh->subsets[subsetIndex];
lods[i].subsets[subsetIndex].indices.resize(subset.indexCount);
for (uint32_t ind = 0; ind < subset.indexCount; ++ind)
{
lods[i].subsets[subsetIndex].indices[ind] = mesh->indices[subset.indexOffset + ind];
}
}
}
for (uint32_t subsetIndex = 0; subsetIndex < mesh->subsets_per_lod; ++subsetIndex)
{
const MeshComponent::MeshSubset& subset = mesh->subsets[subsetIndex];
float threshold = wi::math::Lerp(0, 0.9f, wi::math::saturate(lodQualitySlider.GetValue()));
for (size_t i = 1; i < lod_count; ++i)
{
wi::vector<unsigned int>& lod = lods[i].subsets[subsetIndex].indices;
size_t target_index_count = size_t(mesh->indices.size() * threshold) / 3 * 3;
// we can simplify all the way from base level or from the last result
// simplifying from the base level sometimes produces better results, but simplifying from last level is faster
//const wi::vector<unsigned int>& source = lods[0].subsets[subsetIndex].indices;
const wi::vector<unsigned int>& source = lods[i - 1].subsets[subsetIndex].indices;
if (source.size() < target_index_count)
target_index_count = source.size();
lod.resize(source.size());
if (lodSloppyCheckBox.GetCheck())
{
lod.resize(meshopt_simplifySloppy(&lod[0], &source[0], source.size(), &mesh->vertex_positions[0].x, mesh->vertex_positions.size(), sizeof(XMFLOAT3), target_index_count, target_error));
}
else
{
lod.resize(meshopt_simplify(&lod[0], &source[0], source.size(), &mesh->vertex_positions[0].x, mesh->vertex_positions.size(), sizeof(XMFLOAT3), target_index_count, target_error));
}
threshold *= threshold;
}
// optimize each individual LOD for vertex cache & overdraw
for (size_t i = 0; i < lod_count; ++i)
{
wi::vector<unsigned int>& lod = lods[i].subsets[subsetIndex].indices;
meshopt_optimizeVertexCache(&lod[0], &lod[0], lod.size(), mesh->vertex_positions.size());
meshopt_optimizeOverdraw(&lod[0], &lod[0], lod.size(), &mesh->vertex_positions[0].x, mesh->vertex_positions.size(), sizeof(XMFLOAT3), 1.0f);
}
}
mesh->indices.clear();
wi::vector<MeshComponent::MeshSubset> subsets;
for (size_t i = 0; i < lod_count; ++i)
{
for (uint32_t subsetIndex = 0; subsetIndex < mesh->subsets_per_lod; ++subsetIndex)
{
const MeshComponent::MeshSubset& subset = mesh->subsets[subsetIndex];
subsets.emplace_back();
subsets.back() = subset;
subsets.back().indexOffset = (uint32_t)mesh->indices.size();
subsets.back().indexCount = (uint32_t)lods[i].subsets[subsetIndex].indices.size();
for (auto& x : lods[i].subsets[subsetIndex].indices)
{
mesh->indices.push_back(x);
}
}
}
mesh->subsets = subsets;
mesh->CreateRenderData();
SetEntity(entity, subset);
}
});
AddWidget(&lodgenButton);
lodCountSlider.Create(2, 10, 6, 8, "LOD Count: ");
lodCountSlider.SetTooltip("This is how many levels of detail will be created.");
lodCountSlider.SetSize(XMFLOAT2(wid, hei));
lodCountSlider.SetPos(XMFLOAT2(x, y += step));
AddWidget(&lodCountSlider);
lodQualitySlider.Create(0.1f, 1.0f, 0.5f, 10000, "LOD Quality: ");
lodQualitySlider.SetTooltip("Lower values will make LODs more agressively simplified.");
lodQualitySlider.SetSize(XMFLOAT2(wid, hei));
lodQualitySlider.SetPos(XMFLOAT2(x, y += step));
AddWidget(&lodQualitySlider);
lodErrorSlider.Create(0.01f, 0.1f, 0.03f, 10000, "LOD Error: ");
lodErrorSlider.SetTooltip("Lower values will make more precise levels of detail.");
lodErrorSlider.SetSize(XMFLOAT2(wid, hei));
lodErrorSlider.SetPos(XMFLOAT2(x, y += step));
AddWidget(&lodErrorSlider);
lodSloppyCheckBox.Create("Sloppy LOD: ");
lodSloppyCheckBox.SetTooltip("Use the sloppy simplification algorithm, which is faster but doesn't preserve shape well.");
lodSloppyCheckBox.SetSize(XMFLOAT2(hei, hei));
lodSloppyCheckBox.SetPos(XMFLOAT2(x, y += step));
AddWidget(&lodSloppyCheckBox);
SetMinimized(true);
SetVisible(false);
SetEntity(INVALID_ENTITY, -1);
}
void MeshWindow::SetEntity(Entity entity, int subset)
{
subset = std::max(0, subset);
this->entity = entity;
this->subset = subset;
Scene& scene = editor->GetCurrentScene();
const MeshComponent* mesh = scene.meshes.GetComponent(entity);
if (mesh != nullptr)
{
const NameComponent& name = *scene.names.GetComponent(entity);
std::string ss;
ss += "Mesh name: " + name.name + "\n";
ss += "Vertex count: " + std::to_string(mesh->vertex_positions.size()) + "\n";
ss += "Index count: " + std::to_string(mesh->indices.size()) + "\n";
ss += "Subset count: " + std::to_string(mesh->subsets.size()) + " (" + std::to_string(mesh->GetLODCount()) + " LODs)\n";
ss += "GPU memory: " + std::to_string((mesh->generalBuffer.GetDesc().size + mesh->streamoutBuffer.GetDesc().size) / 1024.0f / 1024.0f) + " MB\n";
ss += "\nVertex buffers:\n";
if (!mesh->vertex_positions.empty()) ss += "\tposition;\n";
if (!mesh->vertex_normals.empty()) ss += "\tnormal;\n";
if (!mesh->vertex_windweights.empty()) ss += "\twind;\n";
if (mesh->vb_uvs.IsValid()) ss += "\tuvsets;\n";
if (mesh->vb_atl.IsValid()) ss += "\tatlas;\n";
if (mesh->vb_col.IsValid()) ss += "\tcolor;\n";
if (mesh->so_pre.IsValid()) ss += "\tprevious_position;\n";
if (mesh->vb_bon.IsValid()) ss += "\tbone;\n";
if (mesh->vb_tan.IsValid()) ss += "\ttangent;\n";
if (mesh->so_pos_nor_wind.IsValid()) ss += "\tstreamout_position;\n";
if (mesh->so_tan.IsValid()) ss += "\tstreamout_tangents;\n";
meshInfoLabel.SetText(ss);
subsetComboBox.ClearItems();
for (size_t i = 0; i < mesh->subsets.size(); ++i)
{
subsetComboBox.AddItem(std::to_string(i));
}
if (subset >= 0)
{
subsetComboBox.SetSelectedWithoutCallback(subset);
}
subsetMaterialComboBox.ClearItems();
subsetMaterialComboBox.AddItem("NO MATERIAL");
for (size_t i = 0; i < scene.materials.GetCount(); ++i)
{
Entity entity = scene.materials.GetEntity(i);
const NameComponent& name = *scene.names.GetComponent(entity);
subsetMaterialComboBox.AddItem(name.name);
if (subset >= 0 && subset < mesh->subsets.size() && mesh->subsets[subset].materialID == entity)
{
subsetMaterialComboBox.SetSelected((int)i + 1);
}
}
doubleSidedCheckBox.SetCheck(mesh->IsDoubleSided());
const ImpostorComponent* impostor = scene.impostors.GetComponent(entity);
if (impostor != nullptr)
{
impostorCreateButton.SetText("Delete Impostor");
impostorDistanceSlider.SetValue(impostor->swapInDistance);
}
else
{
impostorCreateButton.SetText("Create Impostor");
}
tessellationFactorSlider.SetValue(mesh->GetTessellationFactor());
uint8_t selected = morphTargetCombo.GetSelected();
morphTargetCombo.ClearItems();
for (size_t i = 0; i < mesh->morph_targets.size(); i++)
{
morphTargetCombo.AddItem(std::to_string(i).c_str());
}
if (selected < mesh->morph_targets.size())
{
morphTargetCombo.SetSelected(selected);
}
SetEnabled(true);
if (mesh->morph_targets.empty())
{
morphTargetCombo.SetEnabled(false);
morphTargetSlider.SetEnabled(false);
}
else
{
morphTargetCombo.SetEnabled(true);
morphTargetSlider.SetEnabled(true);
}
}
else
{
meshInfoLabel.SetText("Select a mesh...");
SetEnabled(false);
}
mergeButton.SetEnabled(true);
}
void MeshWindow::ResizeLayout()
{
wi::gui::Window::ResizeLayout();
const float padding = 4;
const float width = GetWidgetAreaSize().x;
float y = padding;
float jump = 20;
auto add = [&](wi::gui::Widget& widget) {
if (!widget.IsVisible())
return;
const float margin_left = 100;
const float margin_right = 40;
widget.SetPos(XMFLOAT2(margin_left, y));
widget.SetSize(XMFLOAT2(width - margin_left - margin_right, widget.GetScale().y));
y += widget.GetSize().y;
y += padding;
};
auto add_right = [&](wi::gui::Widget& widget) {
if (!widget.IsVisible())
return;
const float margin_right = 40;
widget.SetPos(XMFLOAT2(width - margin_right - widget.GetSize().x, y));
y += widget.GetSize().y;
y += padding;
};
auto add_fullwidth = [&](wi::gui::Widget& widget) {
if (!widget.IsVisible())
return;
const float margin_left = padding;
const float margin_right = padding;
widget.SetPos(XMFLOAT2(margin_left, y));
widget.SetSize(XMFLOAT2(width - margin_left - margin_right, widget.GetScale().y));
y += widget.GetSize().y;
y += padding;
};
add_fullwidth(meshInfoLabel);
add(subsetComboBox);
add(subsetMaterialComboBox);
add_right(doubleSidedCheckBox);
add_fullwidth(impostorCreateButton);
add(impostorDistanceSlider);
add(tessellationFactorSlider);
add_fullwidth(flipCullingButton);
add_fullwidth(flipNormalsButton);
add_fullwidth(computeNormalsSmoothButton);
add_fullwidth(computeNormalsHardButton);
add_fullwidth(recenterButton);
add_fullwidth(recenterToBottomButton);
add_fullwidth(mergeButton);
add_fullwidth(optimizeButton);
add(morphTargetCombo);
add(morphTargetSlider);
add_fullwidth(lodgenButton);
add(lodCountSlider);
add(lodQualitySlider);
add(lodErrorSlider);
add_right(lodSloppyCheckBox);
}