f1ced24f05
* multi swapchain draft * uwp fix * swapchain resize handling * swapchain buffercount * vsync toggle * tests fix * update * everything removed from graphicsdevice regarding global screen params, engine refactor * added GetSwapChainTexture() function to graphics device; screenshot() now requires swapChain * linux fix: vulkan device needs window handle for instance creation * refactor * removed unused includes * shader refactor and lensflare fix * swapchain clearcolor and other refactors * vulkan: no vector allocation in submit * tests fix * refactors * lens flare canvas size fix * gui refactor for canvas support * refactors * removed global canvas state * msaa fix * fixes * refactor to minimize interface changes * gui changes * checkbox fix * gui fixes * fixes * input system will accept window handle * editor fixes * refactor and removed resolution related system events * small editor update * refactor: renderpath inherits from canvas * fixed tests duh * image refactor * image fix * removed every using namespace std * pushconstant fix * editor: object picking only when necessary * removed include * dx12: copy fence waiting performed on CPU * dx12 copyallocator update * vulkan: copy allocator with timeline semaphores * missing include * dx12 copy allocator update * refactor * editor update * vulkan copy allocator fix * dx12 update * vulkan, dx12 fixes * version bump * vsync event helper * documentation update * updated vulkan, dx12, dxc
122 lines
2.5 KiB
C++
122 lines
2.5 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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{
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layer = &wiScene::GetScene().layers.Create(entity);
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}
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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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{
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layer = &wiScene::GetScene().layers.Create(entity);
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}
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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)editor->GetLogicalWidth() - 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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HierarchyComponent* hier = wiScene::GetScene().hierarchy.GetComponent(entity);
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if (hier != nullptr)
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{
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hier->layerMask_bind = layer->layerMask;
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}
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MaterialComponent* material = wiScene::GetScene().materials.GetComponent(entity);
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if (material != nullptr)
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{
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material->SetDirty();
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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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