627 lines
21 KiB
C++
627 lines
21 KiB
C++
#include "stdafx.h"
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#include "MeshWindow.h"
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#include "Editor.h"
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#include "Utility/stb_image.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 wiScene;
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MeshWindow::MeshWindow(EditorComponent* editor) : GUI(&editor->GetGUI())
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{
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assert(GUI && "Invalid GUI!");
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meshWindow = new wiWindow(GUI, "Mesh Window");
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meshWindow->SetSize(XMFLOAT2(580, 640));
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GUI->AddWidget(meshWindow);
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float x = 150;
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float y = 0;
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float step = 30;
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float hei = 25;
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meshInfoLabel = new wiLabel("Mesh Info");
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meshInfoLabel->SetPos(XMFLOAT2(x - 50, y += step));
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meshInfoLabel->SetSize(XMFLOAT2(450, 180));
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meshWindow->AddWidget(meshInfoLabel);
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y += 190;
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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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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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if (mesh != nullptr)
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{
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mesh->SetDoubleSided(args.bValue);
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}
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});
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meshWindow->AddWidget(doubleSidedCheckBox);
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softbodyCheckBox = new wiCheckBox("Soft body: ");
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softbodyCheckBox->SetTooltip("Enable soft body simulation. Tip: Use the Paint Tool to control vertex pinning.");
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softbodyCheckBox->SetPos(XMFLOAT2(x, y += step));
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softbodyCheckBox->OnClick([&](wiEventArgs args) {
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Scene& scene = wiScene::GetScene();
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SoftBodyPhysicsComponent* physicscomponent = scene.softbodies.GetComponent(entity);
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if (args.bValue)
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{
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if (physicscomponent == nullptr)
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{
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SoftBodyPhysicsComponent& softbody = scene.softbodies.Create(entity);
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softbody.friction = frictionSlider->GetValue();
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softbody.mass = massSlider->GetValue();
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}
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}
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else
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{
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if (physicscomponent != nullptr)
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{
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scene.softbodies.Remove(entity);
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}
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}
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});
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meshWindow->AddWidget(softbodyCheckBox);
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massSlider = new wiSlider(0, 10, 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, hei));
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massSlider->SetPos(XMFLOAT2(x, y += step));
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massSlider->OnSlide([&](wiEventArgs args) {
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SoftBodyPhysicsComponent* physicscomponent = wiScene::GetScene().softbodies.GetComponent(entity);
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if (physicscomponent != nullptr)
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{
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physicscomponent->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, 2, 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, hei));
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frictionSlider->SetPos(XMFLOAT2(x, y += step));
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frictionSlider->OnSlide([&](wiEventArgs args) {
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SoftBodyPhysicsComponent* physicscomponent = wiScene::GetScene().softbodies.GetComponent(entity);
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if (physicscomponent != nullptr)
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{
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physicscomponent->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, hei));
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impostorCreateButton->SetPos(XMFLOAT2(x - 50, y += step));
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impostorCreateButton->OnClick([&](wiEventArgs args) {
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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if (mesh != nullptr)
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{
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Scene& scene = wiScene::GetScene();
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scene.impostors.Create(entity).swapInDistance = impostorDistanceSlider->GetValue();
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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, hei));
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impostorDistanceSlider->SetPos(XMFLOAT2(x, y += step));
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impostorDistanceSlider->OnSlide([&](wiEventArgs args) {
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ImpostorComponent* impostor = wiScene::GetScene().impostors.GetComponent(entity);
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if (impostor != nullptr)
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{
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impostor->swapInDistance = 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, hei));
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tessellationFactorSlider->SetPos(XMFLOAT2(x, y += step));
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tessellationFactorSlider->OnSlide([&](wiEventArgs args) {
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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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, hei));
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flipCullingButton->SetPos(XMFLOAT2(x - 50, y += step));
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flipCullingButton->OnClick([&](wiEventArgs args) {
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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if (mesh != nullptr)
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{
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mesh->FlipCulling();
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SetEntity(entity);
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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, hei));
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flipNormalsButton->SetPos(XMFLOAT2(x - 50, y += step));
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flipNormalsButton->OnClick([&](wiEventArgs args) {
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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if (mesh != nullptr)
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{
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mesh->FlipNormals();
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SetEntity(entity);
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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. This can reduce vertex count, but is slow.");
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computeNormalsSmoothButton->SetSize(XMFLOAT2(240, hei));
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computeNormalsSmoothButton->SetPos(XMFLOAT2(x - 50, y += step));
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computeNormalsSmoothButton->OnClick([&](wiEventArgs args) {
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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if (mesh != nullptr)
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{
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mesh->ComputeNormals(MeshComponent::COMPUTE_NORMALS_SMOOTH);
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SetEntity(entity);
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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. This can increase vertex count.");
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computeNormalsHardButton->SetSize(XMFLOAT2(240, hei));
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computeNormalsHardButton->SetPos(XMFLOAT2(x - 50, y += step));
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computeNormalsHardButton->OnClick([&](wiEventArgs args) {
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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if (mesh != nullptr)
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{
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mesh->ComputeNormals(MeshComponent::COMPUTE_NORMALS_HARD);
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SetEntity(entity);
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}
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});
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meshWindow->AddWidget(computeNormalsHardButton);
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recenterButton = new wiButton("Recenter");
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recenterButton->SetTooltip("Recenter mesh to AABB center.");
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recenterButton->SetSize(XMFLOAT2(240, hei));
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recenterButton->SetPos(XMFLOAT2(x - 50, y += step));
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recenterButton->OnClick([&](wiEventArgs args) {
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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if (mesh != nullptr)
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{
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mesh->Recenter();
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SetEntity(entity);
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}
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});
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meshWindow->AddWidget(recenterButton);
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recenterToBottomButton = new wiButton("RecenterToBottom");
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recenterToBottomButton->SetTooltip("Recenter mesh to AABB bottom.");
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recenterToBottomButton->SetSize(XMFLOAT2(240, hei));
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recenterToBottomButton->SetPos(XMFLOAT2(x - 50, y += step));
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recenterToBottomButton->OnClick([&](wiEventArgs args) {
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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if (mesh != nullptr)
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{
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mesh->RecenterToBottom();
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SetEntity(entity);
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}
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});
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meshWindow->AddWidget(recenterToBottomButton);
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x = 150;
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y = 190;
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terrainCheckBox = new wiCheckBox("Terrain: ");
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terrainCheckBox->SetTooltip("If enabled, the mesh will use multiple materials and blend between them based on vertex colors.");
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terrainCheckBox->SetPos(XMFLOAT2(x, y += step));
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terrainCheckBox->OnClick([&](wiEventArgs args) {
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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if (mesh != nullptr)
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{
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mesh->SetTerrain(args.bValue);
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if (args.bValue && mesh->vertex_colors.empty())
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{
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mesh->vertex_colors.resize(mesh->vertex_positions.size());
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std::fill(mesh->vertex_colors.begin(), mesh->vertex_colors.end(), wiColor::Red().rgba); // fill red (meaning only blend base material)
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mesh->CreateRenderData();
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for (auto& subset : mesh->subsets)
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{
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MaterialComponent* material = wiScene::GetScene().materials.GetComponent(subset.materialID);
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if (material != nullptr)
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{
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material->SetUseVertexColors(true);
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}
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}
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}
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SetEntity(entity); // refresh information label
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}
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});
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meshWindow->AddWidget(terrainCheckBox);
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terrainMat1Combo = new wiComboBox("Terrain Material 1: ");
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terrainMat1Combo->SetSize(XMFLOAT2(200, 20));
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terrainMat1Combo->SetPos(XMFLOAT2(x + 180, y));
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terrainMat1Combo->SetEnabled(false);
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terrainMat1Combo->OnSelect([&](wiEventArgs args) {
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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if (mesh != nullptr)
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{
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if (args.iValue == 0)
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{
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mesh->terrain_material1 = INVALID_ENTITY;
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}
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else
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{
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Scene& scene = wiScene::GetScene();
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mesh->terrain_material1 = scene.materials.GetEntity(args.iValue - 1);
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}
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}
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});
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terrainMat1Combo->SetTooltip("Choose a sub terrain blend material. (GREEN vertex color mask)");
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meshWindow->AddWidget(terrainMat1Combo);
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terrainMat2Combo = new wiComboBox("Terrain Material 2: ");
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terrainMat2Combo->SetSize(XMFLOAT2(200, 20));
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terrainMat2Combo->SetPos(XMFLOAT2(x + 180, y += step));
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terrainMat2Combo->SetEnabled(false);
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terrainMat2Combo->OnSelect([&](wiEventArgs args) {
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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if (mesh != nullptr)
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{
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if (args.iValue == 0)
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{
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mesh->terrain_material2 = INVALID_ENTITY;
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}
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else
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{
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Scene& scene = wiScene::GetScene();
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mesh->terrain_material2 = scene.materials.GetEntity(args.iValue - 1);
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}
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}
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});
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terrainMat2Combo->SetTooltip("Choose a sub terrain blend material. (BLUE vertex color mask)");
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meshWindow->AddWidget(terrainMat2Combo);
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terrainMat3Combo = new wiComboBox("Terrain Material 3: ");
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terrainMat3Combo->SetSize(XMFLOAT2(200, 20));
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terrainMat3Combo->SetPos(XMFLOAT2(x + 180, y += step));
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terrainMat3Combo->SetEnabled(false);
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terrainMat3Combo->OnSelect([&](wiEventArgs args) {
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MeshComponent* mesh = wiScene::GetScene().meshes.GetComponent(entity);
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if (mesh != nullptr)
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{
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if (args.iValue == 0)
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{
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mesh->terrain_material3 = INVALID_ENTITY;
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}
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else
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{
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Scene& scene = wiScene::GetScene();
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mesh->terrain_material3 = scene.materials.GetEntity(args.iValue - 1);
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}
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}
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});
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terrainMat3Combo->SetTooltip("Choose a sub terrain blend material. (ALPHA vertex color mask)");
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meshWindow->AddWidget(terrainMat3Combo);
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terrainGenButton = new wiButton("Generate Terrain...");
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terrainGenButton->SetTooltip("Generate terrain meshes.");
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terrainGenButton->SetSize(XMFLOAT2(200, 20));
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terrainGenButton->SetPos(XMFLOAT2(x + 180, y += step));
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terrainGenButton->OnClick([=](wiEventArgs args) {
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if (terrainGenWindow != nullptr)
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{
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GUI->RemoveWidget(terrainGenWindow);
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delete terrainGenWindow;
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terrainGenWindow = nullptr;
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}
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if (this->rgb != nullptr)
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{
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stbi_image_free(this->rgb);
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this->rgb = nullptr;
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}
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terrainGenWindow = new wiWindow(GUI, "Terrain Gen");
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terrainGenWindow->SetSize(XMFLOAT2(260, 130));
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GUI->AddWidget(terrainGenWindow);
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float xx = 20;
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float yy = 0;
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float stepstep = 25;
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float heihei = 20;
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Scene& scene = wiScene::GetScene();
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Entity entity = scene.Entity_CreateObject("editorTerrain");
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ObjectComponent& object = *scene.objects.GetComponent(entity);
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object.meshID = scene.Entity_CreateMesh("terrainMesh");
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MeshComponent* mesh = scene.meshes.GetComponent(object.meshID);
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mesh->SetTerrain(true);
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mesh->subsets.emplace_back();
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mesh->subsets.back().materialID = scene.Entity_CreateMaterial("terrainMaterial");
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mesh->subsets.back().indexOffset = 0;
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MaterialComponent* material = scene.materials.GetComponent(mesh->subsets.back().materialID);
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material->SetUseVertexColors(true);
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auto generate_mesh = [=] (int width, int height, unsigned char* rgb = nullptr,
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int channelCount = 4, float heightmap_scale = 1)
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{
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mesh->vertex_positions.resize(width * height);
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mesh->vertex_normals.resize(width * height);
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mesh->vertex_colors.resize(width * height);
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mesh->vertex_uvset_0.resize(width* height);
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mesh->vertex_uvset_1.resize(width* height);
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mesh->vertex_atlas.resize(width* height);
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for (int i = 0; i < width; ++i)
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{
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for (int j = 0; j < height; ++j)
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{
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size_t index = size_t(i + j * width);
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mesh->vertex_positions[index] = XMFLOAT3((float)i - (float)width * 0.5f, 0, (float)j - (float)height * 0.5f);
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if (rgb != nullptr)
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mesh->vertex_positions[index].y = ((float)rgb[index * channelCount] - 127.0f) * heightmap_scale;
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mesh->vertex_colors[index] = wiColor::Red().rgba;
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XMFLOAT2 uv = XMFLOAT2((float)i / (float)width, (float)j / (float)height);
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mesh->vertex_uvset_0[index] = uv;
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mesh->vertex_uvset_1[index] = uv;
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mesh->vertex_atlas[index] = uv;
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}
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}
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mesh->indices.resize((width - 1) * (height - 1) * 6);
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size_t counter = 0;
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for (int x = 0; x < width - 1; x++)
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{
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for (int y = 0; y < height - 1; y++)
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{
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int lowerLeft = x + y * width;
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int lowerRight = (x + 1) + y * width;
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int topLeft = x + (y + 1) * width;
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int topRight = (x + 1) + (y + 1) * width;
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mesh->indices[counter++] = topLeft;
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mesh->indices[counter++] = lowerLeft;
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mesh->indices[counter++] = lowerRight;
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mesh->indices[counter++] = topLeft;
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mesh->indices[counter++] = lowerRight;
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mesh->indices[counter++] = topRight;
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}
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}
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mesh->subsets.back().indexCount = (uint32_t)mesh->indices.size();
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mesh->ComputeNormals(MeshComponent::COMPUTE_NORMALS_SMOOTH_FAST);
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};
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generate_mesh(128, 128);
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editor->ClearSelected();
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wiScene::PickResult pick;
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pick.entity = entity;
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pick.subsetIndex = 0;
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editor->AddSelected(pick);
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SetEntity(object.meshID);
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wiSlider* dimXSlider;
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wiSlider* dimYSlider;
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wiSlider* dimZSlider;
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dimXSlider = new wiSlider(16, 1024, 128, 1024 - 16, "X: ");
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dimXSlider->SetTooltip("Terrain mesh grid resolution on X axis");
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dimXSlider->SetSize(XMFLOAT2(200, heihei));
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dimXSlider->SetPos(XMFLOAT2(xx, yy += stepstep));
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terrainGenWindow->AddWidget(dimXSlider);
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dimYSlider = new wiSlider(0, 1, 0.5f, 10000, "Y: ");
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dimYSlider->SetTooltip("Terrain mesh grid heightmap scale on Y axis");
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dimYSlider->SetSize(XMFLOAT2(200, heihei));
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dimYSlider->SetPos(XMFLOAT2(xx, yy += stepstep));
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terrainGenWindow->AddWidget(dimYSlider);
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dimZSlider = new wiSlider(16, 1024, 128, 1024 - 16, "Z: ");
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dimZSlider->SetTooltip("Terrain mesh grid resolution on Z axis");
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dimZSlider->SetSize(XMFLOAT2(200, heihei));
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dimZSlider->SetPos(XMFLOAT2(xx, yy += stepstep));
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terrainGenWindow->AddWidget(dimZSlider);
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dimXSlider->OnSlide([=](wiEventArgs args) {
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this->width = (int)dimXSlider->GetValue();
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this->height = (int)dimZSlider->GetValue();
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generate_mesh(this->width, this->height);
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});
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dimZSlider->OnSlide([=](wiEventArgs args) {
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this->width = (int)dimXSlider->GetValue();
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this->height = (int)dimZSlider->GetValue();
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generate_mesh(this->width, this->height);
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});
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dimYSlider->OnSlide([=](wiEventArgs args) {
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generate_mesh(this->width, this->height, this->rgb, this->channelCount, args.fValue);
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});
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wiButton* heightmapButton = new wiButton("Load Heightmap...");
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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));
|
|
heightmapButton->OnClick([=](wiEventArgs args) {
|
|
|
|
wiHelper::FileDialogParams params;
|
|
wiHelper::FileDialogResult result;
|
|
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("tga");
|
|
wiHelper::FileDialog(params, result);
|
|
|
|
if (result.ok) {
|
|
string fileName = result.filenames.front();
|
|
|
|
if (this->rgb != nullptr)
|
|
{
|
|
stbi_image_free(this->rgb);
|
|
this->rgb = nullptr;
|
|
}
|
|
|
|
int bpp;
|
|
this->rgb = stbi_load(fileName.c_str(), &this->width, &this->height, &bpp, channelCount);
|
|
|
|
generate_mesh(width, height, rgb, channelCount, dimYSlider->GetValue());
|
|
}
|
|
});
|
|
terrainGenWindow->AddWidget(heightmapButton);
|
|
|
|
terrainGenWindow->Translate(XMFLOAT3(
|
|
terrainGenButton->translation.x + terrainGenButton->scale.x + 10,
|
|
terrainGenButton->translation.y,
|
|
0)
|
|
);
|
|
});
|
|
meshWindow->AddWidget(terrainGenButton);
|
|
|
|
|
|
|
|
meshWindow->Translate(XMFLOAT3((float)wiRenderer::GetDevice()->GetScreenWidth() - 1000, 80, 0));
|
|
meshWindow->SetVisible(false);
|
|
|
|
SetEntity(INVALID_ENTITY);
|
|
}
|
|
|
|
MeshWindow::~MeshWindow()
|
|
{
|
|
meshWindow->RemoveWidgets(true);
|
|
GUI->RemoveWidget(meshWindow);
|
|
delete meshWindow;
|
|
|
|
if (terrainGenWindow != nullptr)
|
|
{
|
|
GUI->RemoveWidget(terrainGenWindow);
|
|
delete terrainGenWindow;
|
|
terrainGenWindow = nullptr;
|
|
}
|
|
if (this->rgb != nullptr)
|
|
{
|
|
stbi_image_free(this->rgb);
|
|
this->rgb = nullptr;
|
|
}
|
|
}
|
|
|
|
void MeshWindow::SetEntity(Entity entity)
|
|
{
|
|
this->entity = entity;
|
|
|
|
Scene&scene = wiScene::GetScene();
|
|
|
|
const MeshComponent* mesh = scene.meshes.GetComponent(entity);
|
|
|
|
if (mesh == nullptr || !mesh->IsTerrain())
|
|
{
|
|
if (terrainGenWindow != nullptr)
|
|
{
|
|
GUI->RemoveWidget(terrainGenWindow);
|
|
delete terrainGenWindow;
|
|
terrainGenWindow = nullptr;
|
|
}
|
|
if (this->rgb != nullptr)
|
|
{
|
|
stbi_image_free(this->rgb);
|
|
this->rgb = nullptr;
|
|
}
|
|
}
|
|
|
|
if (mesh != nullptr)
|
|
{
|
|
const NameComponent& name = *scene.names.GetComponent(entity);
|
|
|
|
stringstream ss("");
|
|
ss << "Mesh name: " << name.name << endl;
|
|
ss << "Vertex count: " << mesh->vertex_positions.size() << endl;
|
|
ss << "Index count: " << mesh->indices.size() << endl;
|
|
ss << "Subset count: " << mesh->subsets.size() << endl;
|
|
ss << 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->streamoutBuffer_POS.IsValid()) ss << "streamout; ";
|
|
if (mesh->IsTerrain()) ss << endl << 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);
|
|
}
|
|
meshWindow->SetEnabled(true);
|
|
}
|
|
else
|
|
{
|
|
meshInfoLabel->SetText("Select a mesh...");
|
|
meshWindow->SetEnabled(false);
|
|
}
|
|
|
|
terrainGenButton->SetEnabled(true);
|
|
}
|