201 lines
6.4 KiB
C++
201 lines
6.4 KiB
C++
#include "stdafx.h"
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#include "MeshWindow.h"
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#include <sstream>
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using namespace std;
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using namespace wiECS;
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using namespace wiSceneSystem;
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MeshWindow::MeshWindow(wiGUI* gui) : GUI(gui)
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{
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assert(GUI && "Invalid GUI!");
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float screenW = (float)wiRenderer::GetDevice()->GetScreenWidth();
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float screenH = (float)wiRenderer::GetDevice()->GetScreenHeight();
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meshWindow = new wiWindow(GUI, "Mesh Window");
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meshWindow->SetSize(XMFLOAT2(800, 600));
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meshWindow->SetEnabled(false);
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GUI->AddWidget(meshWindow);
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float x = 200;
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float y = 0;
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float step = 35;
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meshInfoLabel = new wiLabel("Mesh Info");
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meshInfoLabel->SetPos(XMFLOAT2(x, y += step));
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meshInfoLabel->SetSize(XMFLOAT2(400, 150));
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meshWindow->AddWidget(meshInfoLabel);
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y += 160;
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//doubleSidedCheckBox = new wiCheckBox("Double Sided: ");
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//doubleSidedCheckBox->SetTooltip("If enabled, the inside of the mesh will be visible.");
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//doubleSidedCheckBox->SetPos(XMFLOAT2(x, y += step));
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//doubleSidedCheckBox->OnClick([&](wiEventArgs args) {
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// if (mesh != nullptr)
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// {
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// mesh->doubleSided = args.bValue;
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// }
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//});
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//meshWindow->AddWidget(doubleSidedCheckBox);
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//massSlider = new wiSlider(0, 5000, 0, 100000, "Mass: ");
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//massSlider->SetTooltip("Set the mass amount for the physics engine.");
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//massSlider->SetSize(XMFLOAT2(100, 30));
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//massSlider->SetPos(XMFLOAT2(x, y += step));
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//massSlider->OnSlide([&](wiEventArgs args) {
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// if (mesh != nullptr)
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// {
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// mesh->mass = args.fValue;
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// }
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//});
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//meshWindow->AddWidget(massSlider);
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//frictionSlider = new wiSlider(0, 5000, 0, 100000, "Friction: ");
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//frictionSlider->SetTooltip("Set the friction amount for the physics engine.");
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//frictionSlider->SetSize(XMFLOAT2(100, 30));
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//frictionSlider->SetPos(XMFLOAT2(x, y += step));
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//frictionSlider->OnSlide([&](wiEventArgs args) {
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// if (mesh != nullptr)
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// {
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// mesh->friction = args.fValue;
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// }
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//});
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//meshWindow->AddWidget(frictionSlider);
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//impostorCreateButton = new wiButton("Create Impostor");
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//impostorCreateButton->SetTooltip("Create an impostor image of the mesh. The mesh will be replaced by this image when far away, to render faster.");
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//impostorCreateButton->SetSize(XMFLOAT2(240, 30));
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//impostorCreateButton->SetPos(XMFLOAT2(x - 50, y += step));
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//impostorCreateButton->OnClick([&](wiEventArgs args) {
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// if (mesh != nullptr)
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// {
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// wiRenderer::CreateImpostor(mesh, GRAPHICSTHREAD_IMMEDIATE);
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// }
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//});
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//meshWindow->AddWidget(impostorCreateButton);
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//impostorDistanceSlider = new wiSlider(0, 1000, 100, 10000, "Impostor Distance: ");
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//impostorDistanceSlider->SetTooltip("Assign the distance where the mesh geometry should be switched to the impostor image.");
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//impostorDistanceSlider->SetSize(XMFLOAT2(100, 30));
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//impostorDistanceSlider->SetPos(XMFLOAT2(x, y += step));
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//impostorDistanceSlider->OnSlide([&](wiEventArgs args) {
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// if (mesh != nullptr)
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// {
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// mesh->impostorDistance = args.fValue;
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// }
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//});
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//meshWindow->AddWidget(impostorDistanceSlider);
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//tessellationFactorSlider = new wiSlider(0, 16, 0, 10000, "Tessellation Factor: ");
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//tessellationFactorSlider->SetTooltip("Set the dynamic tessellation amount. Tessellation should be enabled in the Renderer window and your GPU must support it!");
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//tessellationFactorSlider->SetSize(XMFLOAT2(100, 30));
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//tessellationFactorSlider->SetPos(XMFLOAT2(x, y += step));
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//tessellationFactorSlider->OnSlide([&](wiEventArgs args) {
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// if (mesh != nullptr)
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// {
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// mesh->tessellationFactor = args.fValue;
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// }
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//});
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//meshWindow->AddWidget(tessellationFactorSlider);
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//flipCullingButton = new wiButton("Flip Culling");
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//flipCullingButton->SetTooltip("Flip faces to reverse triangle culling order.");
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//flipCullingButton->SetSize(XMFLOAT2(240, 30));
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//flipCullingButton->SetPos(XMFLOAT2(x - 50, y += step));
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//flipCullingButton->OnClick([&](wiEventArgs args) {
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// if (mesh != nullptr)
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// {
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// mesh->FlipCulling();
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// SetMesh(mesh);
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// }
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//});
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//meshWindow->AddWidget(flipCullingButton);
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//flipNormalsButton = new wiButton("Flip Normals");
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//flipNormalsButton->SetTooltip("Flip surface normals.");
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//flipNormalsButton->SetSize(XMFLOAT2(240, 30));
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//flipNormalsButton->SetPos(XMFLOAT2(x - 50, y += step));
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//flipNormalsButton->OnClick([&](wiEventArgs args) {
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// if (mesh != nullptr)
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// {
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// mesh->FlipNormals();
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// SetMesh(mesh);
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// }
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//});
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//meshWindow->AddWidget(flipNormalsButton);
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//computeNormalsSmoothButton = new wiButton("Compute Normals [SMOOTH]");
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//computeNormalsSmoothButton->SetTooltip("Compute surface normals of the mesh. Resulting normals will be unique per vertex.");
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//computeNormalsSmoothButton->SetSize(XMFLOAT2(240, 30));
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//computeNormalsSmoothButton->SetPos(XMFLOAT2(x - 50, y += step));
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//computeNormalsSmoothButton->OnClick([&](wiEventArgs args) {
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// if (mesh != nullptr)
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// {
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// mesh->ComputeNormals(true);
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// SetMesh(mesh);
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// }
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//});
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//meshWindow->AddWidget(computeNormalsSmoothButton);
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//computeNormalsHardButton = new wiButton("Compute Normals [HARD]");
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//computeNormalsHardButton->SetTooltip("Compute surface normals of the mesh. Resulting normals will be unique per face.");
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//computeNormalsHardButton->SetSize(XMFLOAT2(240, 30));
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//computeNormalsHardButton->SetPos(XMFLOAT2(x - 50, y += step));
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//computeNormalsHardButton->OnClick([&](wiEventArgs args) {
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// if (mesh != nullptr)
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// {
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// mesh->ComputeNormals(false);
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// SetMesh(mesh);
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// }
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//});
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//meshWindow->AddWidget(computeNormalsHardButton);
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meshWindow->Translate(XMFLOAT3(1300, 520, 0));
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meshWindow->SetVisible(false);
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SetEntity(INVALID_ENTITY);
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}
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MeshWindow::~MeshWindow()
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{
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meshWindow->RemoveWidgets(true);
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GUI->RemoveWidget(meshWindow);
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SAFE_DELETE(meshWindow);
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}
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void MeshWindow::SetEntity(Entity entity)
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{
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this->entity = entity;
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//this->mesh = mesh;
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//if (mesh != nullptr)
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//{
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// stringstream ss("");
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// ss << "Mesh name: " << mesh->name << endl;
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// ss << "Vertex count: " << mesh->vertices_POS.size() << endl;
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// ss << "Index count: " << mesh->indices.size() << endl;
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// ss << "Subset count: " << mesh->subsets.size() << endl;
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// meshInfoLabel->SetText(ss.str());
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// doubleSidedCheckBox->SetCheck(mesh->doubleSided);
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// massSlider->SetValue(mesh->mass);
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// frictionSlider->SetValue(mesh->friction);
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// impostorDistanceSlider->SetValue(mesh->impostorDistance);
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// tessellationFactorSlider->SetValue(mesh->getTessellationFactor());
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// meshWindow->SetEnabled(true);
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//}
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//else
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//{
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// meshInfoLabel->SetText("Select a mesh...");
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// meshWindow->SetEnabled(false);
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//}
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}
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