f0bd5a8086
replace [&] with [this] or [] where possible to avoid people accidentally capturing something by reference that needs to be copied, like strings.
1119 lines
46 KiB
C++
1119 lines
46 KiB
C++
#include "stdafx.h"
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#include "MaterialWindow.h"
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using namespace wi::graphics;
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using namespace wi::ecs;
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using namespace wi::scene;
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MaterialComponent* get_material(Scene& scene, PickResult x)
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{
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MaterialComponent* material = scene.materials.GetComponent(x.entity);
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if (material == nullptr)
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{
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// Material could be selected indirectly as part of selected subset:
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ObjectComponent* object = scene.objects.GetComponent(x.entity);
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if (object != nullptr && object->meshID != INVALID_ENTITY)
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{
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MeshComponent* mesh = scene.meshes.GetComponent(object->meshID);
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if (mesh != nullptr)
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{
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Entity materialID = mesh->subsets[x.subsetIndex].materialID;
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material = scene.materials.GetComponent(materialID);
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}
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}
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}
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return material;
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};
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void MaterialWindow::Create(EditorComponent* _editor)
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{
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editor = _editor;
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wi::gui::Window::Create(ICON_MATERIAL " Material", wi::gui::Window::WindowControls::COLLAPSE | wi::gui::Window::WindowControls::CLOSE | wi::gui::Window::WindowControls::FIT_ALL_WIDGETS_VERTICAL);
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SetSize(XMFLOAT2(300, 1580));
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closeButton.SetTooltip("Delete MaterialComponent");
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OnClose([this](wi::gui::EventArgs args) {
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wi::Archive& archive = editor->AdvanceHistory();
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archive << EditorComponent::HISTORYOP_COMPONENT_DATA;
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editor->RecordEntity(archive, entity);
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editor->GetCurrentScene().materials.Remove(entity);
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editor->RecordEntity(archive, entity);
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editor->componentsWnd.RefreshEntityTree();
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});
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float hei = 18;
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float step = hei + 2;
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float x = 150, y = 0;
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float wid = 130;
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auto forEachSelected = [this] (auto func) {
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return [=] (auto args) {
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wi::scene::Scene& scene = editor->GetCurrentScene();
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for (auto& x : editor->translator.selected)
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{
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MaterialComponent* material = get_material(scene, x);
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if (material != nullptr)
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func(material, args);
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}
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};
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};
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shadowReceiveCheckBox.Create("Receive Shadow: ");
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shadowReceiveCheckBox.SetTooltip("Receives shadow or not?");
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shadowReceiveCheckBox.SetPos(XMFLOAT2(x, y));
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shadowReceiveCheckBox.SetSize(XMFLOAT2(hei, hei));
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shadowReceiveCheckBox.OnClick(forEachSelected([] (auto material, auto args) {
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material->SetReceiveShadow(args.bValue);
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}));
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AddWidget(&shadowReceiveCheckBox);
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shadowCasterCheckBox.Create("Cast Shadow: ");
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shadowCasterCheckBox.SetTooltip("The subset will contribute to the scene shadows if enabled.");
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shadowCasterCheckBox.SetPos(XMFLOAT2(x, y += step));
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shadowCasterCheckBox.SetSize(XMFLOAT2(hei, hei));
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shadowCasterCheckBox.OnClick(forEachSelected([] (auto material, auto args) {
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material->SetCastShadow(args.bValue);
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}));
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AddWidget(&shadowCasterCheckBox);
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useVertexColorsCheckBox.Create("Use vertex colors: ");
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useVertexColorsCheckBox.SetTooltip("Enable if you want to render the mesh with vertex colors (must have appropriate vertex buffer)");
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useVertexColorsCheckBox.SetPos(XMFLOAT2(x, y += step));
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useVertexColorsCheckBox.SetSize(XMFLOAT2(hei, hei));
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useVertexColorsCheckBox.OnClick(forEachSelected([] (auto material, auto args) {
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material->SetUseVertexColors(args.bValue);
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}));
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AddWidget(&useVertexColorsCheckBox);
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specularGlossinessCheckBox.Create("Spec-gloss workflow: ");
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specularGlossinessCheckBox.SetTooltip("If enabled, surface map will be viewed like it contains specular color (RGB) and smoothness (A)");
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specularGlossinessCheckBox.SetPos(XMFLOAT2(x, y += step));
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specularGlossinessCheckBox.SetSize(XMFLOAT2(hei, hei));
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specularGlossinessCheckBox.OnClick(forEachSelected([] (auto material, auto args) {
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material->SetUseSpecularGlossinessWorkflow(args.bValue);
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}));
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AddWidget(&specularGlossinessCheckBox);
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occlusionPrimaryCheckBox.Create("Occlusion 1: ");
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occlusionPrimaryCheckBox.SetTooltip("If enabled, surface map's RED channel will be used as occlusion map");
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occlusionPrimaryCheckBox.SetPos(XMFLOAT2(x, y += step));
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occlusionPrimaryCheckBox.SetSize(XMFLOAT2(hei, hei));
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occlusionPrimaryCheckBox.OnClick(forEachSelected([] (auto material, auto args) {
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material->SetOcclusionEnabled_Primary(args.bValue);
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}));
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AddWidget(&occlusionPrimaryCheckBox);
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occlusionSecondaryCheckBox.Create("Occlusion 2: ");
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occlusionSecondaryCheckBox.SetTooltip("If enabled, occlusion map's RED channel will be used as occlusion map");
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occlusionSecondaryCheckBox.SetPos(XMFLOAT2(x, y += step));
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occlusionSecondaryCheckBox.SetSize(XMFLOAT2(hei, hei));
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occlusionSecondaryCheckBox.OnClick(forEachSelected([] (auto material, auto args) {
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material->SetOcclusionEnabled_Secondary(args.bValue);
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}));
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AddWidget(&occlusionSecondaryCheckBox);
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vertexAOCheckBox.Create("Vertex AO: ");
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vertexAOCheckBox.SetTooltip("If enabled, vertex ambient occlusion will be enabled (if it exists)");
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vertexAOCheckBox.SetPos(XMFLOAT2(x, y += step));
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vertexAOCheckBox.SetSize(XMFLOAT2(hei, hei));
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vertexAOCheckBox.OnClick(forEachSelected([] (auto material, auto args) {
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material->SetVertexAODisabled(!args.bValue);
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}));
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AddWidget(&vertexAOCheckBox);
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windCheckBox.Create("Wind: ");
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windCheckBox.SetTooltip("If enabled, vertex wind weights will affect how much wind offset affects the subset.");
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windCheckBox.SetPos(XMFLOAT2(x, y += step));
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windCheckBox.SetSize(XMFLOAT2(hei, hei));
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windCheckBox.OnClick(forEachSelected([] (auto material, auto args) {
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material->SetUseWind(args.bValue);
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}));
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AddWidget(&windCheckBox);
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doubleSidedCheckBox.Create("Double sided: ");
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doubleSidedCheckBox.SetTooltip("Decide whether to render both sides of the material (It's also possible to set this behaviour per mesh).");
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doubleSidedCheckBox.SetPos(XMFLOAT2(x, y += step));
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doubleSidedCheckBox.SetSize(XMFLOAT2(hei, hei));
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doubleSidedCheckBox.OnClick(forEachSelected([] (auto material, auto args) {
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material->SetDoubleSided(args.bValue);
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}));
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AddWidget(&doubleSidedCheckBox);
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outlineCheckBox.Create("Cartoon Outline: ");
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outlineCheckBox.SetTooltip("Enable cartoon outline. The Cartoon Outline graphics setting also needs to be enabled for it to show up.");
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outlineCheckBox.SetPos(XMFLOAT2(x, y += step));
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outlineCheckBox.SetSize(XMFLOAT2(hei, hei));
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outlineCheckBox.OnClick(forEachSelected([] (auto material, auto args) {
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material->SetOutlineEnabled(args.bValue);
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}));
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AddWidget(&outlineCheckBox);
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preferUncompressedCheckBox.Create("Prefer Uncompressed Textures: ");
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preferUncompressedCheckBox.SetTooltip("For uncompressed textures (jpg, png, etc.) here it is possible to enable/disable auto block compression on importing. \nBlock compression can reduce GPU memory usage and improve performance, but it can result in degraded quality.");
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preferUncompressedCheckBox.SetPos(XMFLOAT2(x, y += step));
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preferUncompressedCheckBox.SetSize(XMFLOAT2(hei, hei));
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preferUncompressedCheckBox.OnClick(forEachSelected([this] (auto material, auto args) {
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material->SetPreferUncompressedTexturesEnabled(args.bValue);
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textureSlotComboBox.SetSelected(textureSlotComboBox.GetSelected()); // update
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}));
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AddWidget(&preferUncompressedCheckBox);
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disableStreamingCheckBox.Create("Disable Texture Streaming: ");
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disableStreamingCheckBox.SetTooltip("Disable texture streaming for this material only.");
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disableStreamingCheckBox.SetPos(XMFLOAT2(x, y += step));
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disableStreamingCheckBox.SetSize(XMFLOAT2(hei, hei));
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disableStreamingCheckBox.OnClick(forEachSelected([this] (auto material, auto args) {
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material->SetTextureStreamingDisabled(args.bValue);
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material->CreateRenderData(true);
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textureSlotComboBox.SetSelected(textureSlotComboBox.GetSelected()); // update
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}));
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AddWidget(&disableStreamingCheckBox);
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coplanarCheckBox.Create("Coplanar blending: ");
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coplanarCheckBox.SetTooltip("If polygons are coplanar to an opaque surface, then the blending can be done in the opaque pass.\nThis can enable some benefits of opaque render pass to a specific transparent surface.");
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coplanarCheckBox.SetPos(XMFLOAT2(x, y += step));
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coplanarCheckBox.SetSize(XMFLOAT2(hei, hei));
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coplanarCheckBox.OnClick(forEachSelected([] (auto material, auto args) {
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material->SetCoplanarBlending(args.bValue);
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}));
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AddWidget(&coplanarCheckBox);
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capsuleShadowCheckBox.Create("Capsule Shadow Disabled: ");
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capsuleShadowCheckBox.SetTooltip("Disable receiving capsule shadows for this material.");
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capsuleShadowCheckBox.SetPos(XMFLOAT2(x, y += step));
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capsuleShadowCheckBox.SetSize(XMFLOAT2(hei, hei));
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capsuleShadowCheckBox.OnClick(forEachSelected([] (auto material, auto args) {
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material->SetCapsuleShadowDisabled(args.bValue);
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}));
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AddWidget(&capsuleShadowCheckBox);
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shaderTypeComboBox.Create("Shader: ");
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shaderTypeComboBox.SetTooltip("Select a shader for this material. \nCustom shaders (*) will also show up here (see wi::renderer:RegisterCustomShader() for more info.)\nNote that custom shaders (*) can't select between blend modes, as they are created with an explicit blend mode.");
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shaderTypeComboBox.SetPos(XMFLOAT2(x, y += step));
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shaderTypeComboBox.SetSize(XMFLOAT2(wid, hei));
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shaderTypeComboBox.OnSelect(forEachSelected([this] (auto material, auto args) {
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if (args.iValue >= MaterialComponent::SHADERTYPE_COUNT)
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{
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material->SetCustomShaderID(args.iValue - MaterialComponent::SHADERTYPE_COUNT);
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blendModeComboBox.SetEnabled(false);
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}
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else
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{
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material->shaderType = (MaterialComponent::SHADERTYPE)args.userdata;
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material->SetCustomShaderID(-1);
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blendModeComboBox.SetEnabled(true);
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}
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}));
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shaderTypeComboBox.SetEnabled(false);
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shaderTypeComboBox.SetMaxVisibleItemCount(5);
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AddWidget(&shaderTypeComboBox);
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blendModeComboBox.Create("Blend mode: ");
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blendModeComboBox.SetPos(XMFLOAT2(x, y += step));
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blendModeComboBox.SetSize(XMFLOAT2(wid, hei));
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blendModeComboBox.OnSelect(forEachSelected([] (auto material, auto args) {
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material->userBlendMode = (wi::enums::BLENDMODE)args.userdata;
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}));
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blendModeComboBox.AddItem("Opaque", wi::enums::BLENDMODE_OPAQUE);
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blendModeComboBox.AddItem("Alpha", wi::enums::BLENDMODE_ALPHA);
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blendModeComboBox.AddItem("Premultiplied", wi::enums::BLENDMODE_PREMULTIPLIED);
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blendModeComboBox.AddItem("Additive", wi::enums::BLENDMODE_ADDITIVE);
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blendModeComboBox.AddItem("Multiply", wi::enums::BLENDMODE_MULTIPLY);
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blendModeComboBox.AddItem("Inverse", wi::enums::BLENDMODE_INVERSE);
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blendModeComboBox.SetEnabled(false);
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blendModeComboBox.SetTooltip("Set the blend mode of the material.");
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AddWidget(&blendModeComboBox);
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shadingRateComboBox.Create("Shading Rate: ");
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shadingRateComboBox.SetTooltip("Select shading rate for this material. \nSelecting larger shading rate will decrease rendering quality of this material, \nbut increases performance.\nRequires hardware support for variable shading rate");
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shadingRateComboBox.SetPos(XMFLOAT2(x, y += step));
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shadingRateComboBox.SetSize(XMFLOAT2(wid, hei));
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shadingRateComboBox.OnSelect(forEachSelected([] (auto material, auto args) {
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material->shadingRate = (ShadingRate)args.iValue;
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}));
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shadingRateComboBox.AddItem("1X1");
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shadingRateComboBox.AddItem("1X2");
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shadingRateComboBox.AddItem("2X1");
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shadingRateComboBox.AddItem("2X2");
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shadingRateComboBox.AddItem("2X4");
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shadingRateComboBox.AddItem("4X2");
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shadingRateComboBox.AddItem("4X4");
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shadingRateComboBox.SetEnabled(false);
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shadingRateComboBox.SetMaxVisibleItemCount(4);
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AddWidget(&shadingRateComboBox);
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cameraComboBox.Create("Camera source: ");
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cameraComboBox.SetTooltip("Select a camera to use as texture");
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cameraComboBox.OnSelect(forEachSelected([this] (auto material, auto args) {
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material->cameraSource = (Entity)args.userdata;
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auto& scene = editor->GetCurrentScene();
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CameraComponent* camera = scene.cameras.GetComponent((Entity)args.userdata);
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if (camera != nullptr)
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{
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camera->render_to_texture.resolution = XMUINT2(256, 256);
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}
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}));
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AddWidget(&cameraComboBox);
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// Sliders:
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normalMapSlider.Create(0, 4, 1, 4000, "Normalmap: ");
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normalMapSlider.SetTooltip("How much the normal map should distort the face normals (bumpiness).");
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normalMapSlider.SetSize(XMFLOAT2(wid, hei));
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normalMapSlider.SetPos(XMFLOAT2(x, y += step));
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normalMapSlider.OnSlide(forEachSelected([] (auto material, auto args) {
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material->SetNormalMapStrength(args.fValue);
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}));
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AddWidget(&normalMapSlider);
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roughnessSlider.Create(0, 1, 0.5f, 1000, "Roughness: ");
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roughnessSlider.SetTooltip("Adjust the surface roughness. Rough surfaces are less shiny, more matte.");
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roughnessSlider.SetSize(XMFLOAT2(wid, hei));
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roughnessSlider.SetPos(XMFLOAT2(x, y += step));
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roughnessSlider.OnSlide(forEachSelected([] (auto material, auto args) {
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material->SetRoughness(args.fValue);
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}));
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AddWidget(&roughnessSlider);
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reflectanceSlider.Create(0, 1, 0.5f, 1000, "Reflectance: ");
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reflectanceSlider.SetTooltip("Adjust the surface [non-metal] reflectivity (also called specularFactor).\nNote: this is not available in specular-glossiness workflow");
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reflectanceSlider.SetSize(XMFLOAT2(wid, hei));
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reflectanceSlider.SetPos(XMFLOAT2(x, y += step));
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reflectanceSlider.OnSlide(forEachSelected([] (auto material, auto args) {
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material->SetReflectance(args.fValue);
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}));
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AddWidget(&reflectanceSlider);
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metalnessSlider.Create(0, 1, 0.0f, 1000, "Metalness: ");
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metalnessSlider.SetTooltip("The more metal-like the surface is, the more the its color will contribute to the reflection color.\nNote: this is not available in specular-glossiness workflow");
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metalnessSlider.SetSize(XMFLOAT2(wid, hei));
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metalnessSlider.SetPos(XMFLOAT2(x, y += step));
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metalnessSlider.OnSlide(forEachSelected([] (auto material, auto args) {
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material->SetMetalness(args.fValue);
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}));
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AddWidget(&metalnessSlider);
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alphaRefSlider.Create(0, 1, 1.0f, 1000, "AlphaRef: ");
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alphaRefSlider.SetTooltip("Adjust the alpha cutoff threshold. Alpha cutout can affect performance");
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alphaRefSlider.SetSize(XMFLOAT2(wid, hei));
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alphaRefSlider.SetPos(XMFLOAT2(x, y += step));
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alphaRefSlider.OnSlide(forEachSelected([] (auto material, auto args) {
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material->SetAlphaRef(args.fValue);
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}));
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AddWidget(&alphaRefSlider);
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emissiveSlider.Create(0, 10, 0.0f, 1000, "Emissive: ");
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emissiveSlider.SetTooltip("Adjust the light emission of the surface. The color of the light emitted is that of the color of the material.");
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emissiveSlider.SetSize(XMFLOAT2(wid, hei));
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emissiveSlider.SetPos(XMFLOAT2(x, y += step));
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emissiveSlider.OnSlide(forEachSelected([] (auto material, auto args) {
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material->SetEmissiveStrength(args.fValue);
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}));
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AddWidget(&emissiveSlider);
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saturationSlider.Create(0, 2, 1, 1000, "Saturation: ");
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saturationSlider.SetTooltip("Adjust the saturation of the material.");
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saturationSlider.SetSize(XMFLOAT2(wid, hei));
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saturationSlider.SetPos(XMFLOAT2(x, y += step));
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saturationSlider.OnSlide(forEachSelected([] (auto material, auto args) {
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material->SetSaturation(args.fValue);
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}));
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AddWidget(&saturationSlider);
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cloakSlider.Create(0, 1.0f, 0.02f, 1000, "Cloak: ");
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cloakSlider.SetTooltip("The cloak effect is a combination of transmission, refraction and roughness, without color tinging.");
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cloakSlider.SetSize(XMFLOAT2(wid, hei));
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cloakSlider.SetPos(XMFLOAT2(x, y += step));
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cloakSlider.OnSlide(forEachSelected([] (auto material, auto args) {
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material->SetCloakAmount(args.fValue);
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}));
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AddWidget(&cloakSlider);
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chromaticAberrationSlider.Create(0, 10.0f, 0, 1000, "Chromatic aberration: ");
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chromaticAberrationSlider.SetTooltip("Separation of RGB colors inside transmissive material.");
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chromaticAberrationSlider.SetSize(XMFLOAT2(wid, hei));
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chromaticAberrationSlider.SetPos(XMFLOAT2(x, y += step));
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chromaticAberrationSlider.OnSlide(forEachSelected([] (auto material, auto args) {
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material->SetChromaticAberrationAmount(args.fValue);
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}));
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AddWidget(&chromaticAberrationSlider);
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transmissionSlider.Create(0, 1.0f, 0.02f, 1000, "Transmission: ");
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transmissionSlider.SetTooltip("Adjust the transmissiveness. More transmissiveness means more diffuse light is transmitted instead of absorbed.");
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transmissionSlider.SetSize(XMFLOAT2(wid, hei));
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transmissionSlider.SetPos(XMFLOAT2(x, y += step));
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transmissionSlider.OnSlide(forEachSelected([] (auto material, auto args) {
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material->SetTransmissionAmount(args.fValue);
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}));
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AddWidget(&transmissionSlider);
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refractionSlider.Create(0, 1, 0, 1000, "Refraction: ");
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refractionSlider.SetTooltip("Adjust the refraction amount for transmissive materials.");
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refractionSlider.SetSize(XMFLOAT2(wid, hei));
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refractionSlider.SetPos(XMFLOAT2(x, y += step));
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refractionSlider.OnSlide(forEachSelected([] (auto material, auto args) {
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material->SetRefractionAmount(args.fValue);
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}));
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AddWidget(&refractionSlider);
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pomSlider.Create(0, 1.0f, 0.0f, 1000, "Par Occl Mapping: ");
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pomSlider.SetTooltip("[Parallax Occlusion Mapping] Adjust how much the bump map should modulate the surface parallax effect. \nOnly works with PBR + Parallax shader.");
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pomSlider.SetSize(XMFLOAT2(wid, hei));
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pomSlider.SetPos(XMFLOAT2(x, y += step));
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pomSlider.OnSlide(forEachSelected([] (auto material, auto args) {
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material->SetParallaxOcclusionMapping(args.fValue);
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}));
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AddWidget(&pomSlider);
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anisotropyStrengthSlider.Create(0, 1.0f, 0.0f, 1000, "Anisotropy Strength: ");
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anisotropyStrengthSlider.SetTooltip("Adjust anisotropy specular effect's strength. \nOnly works with PBR + Anisotropic shader.");
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anisotropyStrengthSlider.SetSize(XMFLOAT2(wid, hei));
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anisotropyStrengthSlider.SetPos(XMFLOAT2(x, y += step));
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anisotropyStrengthSlider.OnSlide(forEachSelected([] (auto material, auto args) {
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material->anisotropy_strength = args.fValue;
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}));
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AddWidget(&anisotropyStrengthSlider);
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anisotropyRotationSlider.Create(0, 360, 0.0f, 360, "Anisotropy Rot: ");
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anisotropyRotationSlider.SetTooltip("Adjust anisotropy specular effect's rotation. \nOnly works with PBR + Anisotropic shader.");
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anisotropyRotationSlider.SetSize(XMFLOAT2(wid, hei));
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anisotropyRotationSlider.SetPos(XMFLOAT2(x, y += step));
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anisotropyRotationSlider.OnSlide(forEachSelected([] (auto material, auto args) {
|
|
material->anisotropy_rotation = wi::math::DegreesToRadians(args.fValue);
|
|
}));
|
|
AddWidget(&anisotropyRotationSlider);
|
|
|
|
|
|
displacementMappingSlider.Create(0, 10.0f, 0.0f, 1000, "Displacement: ");
|
|
displacementMappingSlider.SetTooltip("Adjust how much the bump map should modulate the geometry when using tessellation.");
|
|
displacementMappingSlider.SetSize(XMFLOAT2(wid, hei));
|
|
displacementMappingSlider.SetPos(XMFLOAT2(x, y += step));
|
|
displacementMappingSlider.OnSlide(forEachSelected([] (auto material, auto args) {
|
|
material->SetDisplacementMapping(args.fValue);
|
|
}));
|
|
AddWidget(&displacementMappingSlider);
|
|
|
|
subsurfaceScatteringSlider.Create(0, 2, 0.0f, 1000, "Subsurface Scattering: ");
|
|
subsurfaceScatteringSlider.SetTooltip("Subsurface scattering amount. \nYou can also adjust the subsurface color by selecting it in the color picker");
|
|
subsurfaceScatteringSlider.SetSize(XMFLOAT2(wid, hei));
|
|
subsurfaceScatteringSlider.SetPos(XMFLOAT2(x, y += step));
|
|
subsurfaceScatteringSlider.OnSlide(forEachSelected([] (auto material, auto args) {
|
|
material->SetSubsurfaceScatteringAmount(args.fValue);
|
|
}));
|
|
AddWidget(&subsurfaceScatteringSlider);
|
|
|
|
texAnimFrameRateSlider.Create(0, 60, 0, 60, "Texcoord anim FPS: ");
|
|
texAnimFrameRateSlider.SetTooltip("Adjust the texture animation frame rate (frames per second). Any value above 0 will make the material dynamic.");
|
|
texAnimFrameRateSlider.SetSize(XMFLOAT2(wid, hei));
|
|
texAnimFrameRateSlider.SetPos(XMFLOAT2(x, y += step));
|
|
texAnimFrameRateSlider.OnSlide(forEachSelected([] (auto material, auto args) {
|
|
material->texAnimFrameRate = args.fValue;
|
|
}));
|
|
AddWidget(&texAnimFrameRateSlider);
|
|
|
|
texAnimDirectionSliderU.Create(-0.05f, 0.05f, 0, 1000, "Texcoord anim U: ");
|
|
texAnimDirectionSliderU.SetTooltip("Adjust the texture animation speed along the U direction in texture space.");
|
|
texAnimDirectionSliderU.SetSize(XMFLOAT2(wid, hei));
|
|
texAnimDirectionSliderU.SetPos(XMFLOAT2(x, y += step));
|
|
texAnimDirectionSliderU.OnSlide(forEachSelected([] (auto material, auto args) {
|
|
material->texAnimDirection.x = args.fValue;
|
|
}));
|
|
AddWidget(&texAnimDirectionSliderU);
|
|
|
|
texAnimDirectionSliderV.Create(-0.05f, 0.05f, 0, 1000, "Texcoord anim V: ");
|
|
texAnimDirectionSliderV.SetTooltip("Adjust the texture animation speed along the V direction in texture space.");
|
|
texAnimDirectionSliderV.SetSize(XMFLOAT2(wid, hei));
|
|
texAnimDirectionSliderV.SetPos(XMFLOAT2(x, y += step));
|
|
texAnimDirectionSliderV.OnSlide(forEachSelected([] (auto material, auto args) {
|
|
material->texAnimDirection.y = args.fValue;
|
|
}));
|
|
AddWidget(&texAnimDirectionSliderV);
|
|
|
|
texMulSliderX.Create(0.01f, 10.0f, 0, 1000, "Texture TileSize X: ");
|
|
texMulSliderX.SetTooltip("Adjust the texture mapping size.");
|
|
texMulSliderX.SetSize(XMFLOAT2(wid, hei));
|
|
texMulSliderX.SetPos(XMFLOAT2(x, y += step));
|
|
texMulSliderX.OnSlide(forEachSelected([] (auto material, auto args) {
|
|
material->SetDirty();
|
|
material->texMulAdd.x = args.fValue;
|
|
}));
|
|
AddWidget(&texMulSliderX);
|
|
|
|
texMulSliderY.Create(0.01f, 10.0f, 0, 1000, "Texture TileSize Y: ");
|
|
texMulSliderY.SetTooltip("Adjust the texture mapping size.");
|
|
texMulSliderY.SetSize(XMFLOAT2(wid, hei));
|
|
texMulSliderY.SetPos(XMFLOAT2(x, y += step));
|
|
texMulSliderY.OnSlide(forEachSelected([] (auto material, auto args) {
|
|
material->SetDirty();
|
|
material->texMulAdd.y = args.fValue;
|
|
}));
|
|
AddWidget(&texMulSliderY);
|
|
|
|
|
|
sheenRoughnessSlider.Create(0, 1, 0, 1000, "Sheen Roughness: ");
|
|
sheenRoughnessSlider.SetTooltip("This affects roughness of sheen layer for cloth shading.");
|
|
sheenRoughnessSlider.SetSize(XMFLOAT2(wid, hei));
|
|
sheenRoughnessSlider.SetPos(XMFLOAT2(x, y += step));
|
|
sheenRoughnessSlider.OnSlide(forEachSelected([] (auto material, auto args) {
|
|
material->SetSheenRoughness(args.fValue);
|
|
}));
|
|
AddWidget(&sheenRoughnessSlider);
|
|
|
|
clearcoatSlider.Create(0, 1, 0, 1000, "Clearcoat: ");
|
|
clearcoatSlider.SetTooltip("This affects clearcoat layer blending.");
|
|
clearcoatSlider.SetSize(XMFLOAT2(wid, hei));
|
|
clearcoatSlider.SetPos(XMFLOAT2(x, y += step));
|
|
clearcoatSlider.OnSlide(forEachSelected([] (auto material, auto args) {
|
|
material->SetClearcoatFactor(args.fValue);
|
|
}));
|
|
AddWidget(&clearcoatSlider);
|
|
|
|
clearcoatRoughnessSlider.Create(0, 1, 0, 1000, "Clearcoat Roughness: ");
|
|
clearcoatRoughnessSlider.SetTooltip("This affects roughness of clear coat layer.");
|
|
clearcoatRoughnessSlider.SetSize(XMFLOAT2(wid, hei));
|
|
clearcoatRoughnessSlider.SetPos(XMFLOAT2(x, y += step));
|
|
clearcoatRoughnessSlider.OnSlide(forEachSelected([] (auto material, auto args) {
|
|
material->SetClearcoatRoughness(args.fValue);
|
|
}));
|
|
AddWidget(&clearcoatRoughnessSlider);
|
|
|
|
blendTerrainSlider.Create(0, 2, 0, 1000, "Blend with terrain: ");
|
|
blendTerrainSlider.SetTooltip("Blend with terrain height.");
|
|
blendTerrainSlider.SetSize(XMFLOAT2(wid, hei));
|
|
blendTerrainSlider.SetPos(XMFLOAT2(x, y += step));
|
|
blendTerrainSlider.OnSlide(forEachSelected([] (auto material, auto args) {
|
|
material->SetBlendWithTerrainHeight(args.fValue);
|
|
}));
|
|
AddWidget(&blendTerrainSlider);
|
|
|
|
interiorScaleXSlider.Create(1, 10, 1, 1000, "Interior Scale X: ");
|
|
interiorScaleXSlider.SetTooltip("Set the cubemap scale for the interior mapping (if material uses interior mapping shader)");
|
|
interiorScaleXSlider.OnSlide(forEachSelected([] (auto material, auto args) {
|
|
material->SetInteriorMappingScale(XMFLOAT3(args.fValue, material->interiorMappingScale.y, material->interiorMappingScale.z));
|
|
}));
|
|
AddWidget(&interiorScaleXSlider);
|
|
|
|
interiorScaleYSlider.Create(1, 10, 1, 1000, "Interior Scale Y: ");
|
|
interiorScaleYSlider.SetTooltip("Set the cubemap scale for the interior mapping (if material uses interior mapping shader)");
|
|
interiorScaleYSlider.OnSlide(forEachSelected([] (auto material, auto args) {
|
|
material->SetInteriorMappingScale(XMFLOAT3(material->interiorMappingScale.x, args.fValue, material->interiorMappingScale.z));
|
|
}));
|
|
AddWidget(&interiorScaleYSlider);
|
|
|
|
interiorScaleZSlider.Create(1, 10, 1, 1000, "Interior Scale Z: ");
|
|
interiorScaleZSlider.SetTooltip("Set the cubemap scale for the interior mapping (if material uses interior mapping shader)");
|
|
interiorScaleZSlider.OnSlide(forEachSelected([] (auto material, auto args) {
|
|
material->SetInteriorMappingScale(XMFLOAT3(material->interiorMappingScale.x, material->interiorMappingScale.y, args.fValue));
|
|
}));
|
|
AddWidget(&interiorScaleZSlider);
|
|
|
|
interiorOffsetXSlider.Create(-10, 10, 0, 2000, "Interior Offset X: ");
|
|
interiorOffsetXSlider.SetTooltip("Set the cubemap offset for the interior mapping (if material uses interior mapping shader)");
|
|
interiorOffsetXSlider.OnSlide(forEachSelected([] (auto material, auto args) {
|
|
material->SetInteriorMappingOffset(XMFLOAT3(args.fValue, material->interiorMappingOffset.y, material->interiorMappingOffset.z));
|
|
}));
|
|
AddWidget(&interiorOffsetXSlider);
|
|
|
|
interiorOffsetYSlider.Create(-10, 10, 0, 2000, "Interior Offset Y: ");
|
|
interiorOffsetYSlider.SetTooltip("Set the cubemap offset for the interior mapping (if material uses interior mapping shader)");
|
|
interiorOffsetYSlider.OnSlide(forEachSelected([] (auto material, auto args) {
|
|
material->SetInteriorMappingOffset(XMFLOAT3(material->interiorMappingOffset.x, args.fValue, material->interiorMappingOffset.z));
|
|
}));
|
|
AddWidget(&interiorOffsetYSlider);
|
|
|
|
interiorOffsetZSlider.Create(-10, 10, 0, 2000, "Interior Offset Z: ");
|
|
interiorOffsetZSlider.SetTooltip("Set the cubemap offset for the interior mapping (if material uses interior mapping shader)");
|
|
interiorOffsetZSlider.OnSlide(forEachSelected([] (auto material, auto args) {
|
|
material->SetInteriorMappingOffset(XMFLOAT3(material->interiorMappingOffset.x, material->interiorMappingOffset.y, args.fValue));
|
|
}));
|
|
AddWidget(&interiorOffsetZSlider);
|
|
|
|
interiorRotationSlider.Create(0, 360, 0, 360, "Interior Rotation: ");
|
|
interiorRotationSlider.SetTooltip("Set the cubemap horizontal rotation for the interior mapping (if material uses interior mapping shader)");
|
|
interiorRotationSlider.OnSlide(forEachSelected([] (auto material, auto args) {
|
|
float radians = wi::math::DegreesToRadians(args.fValue);
|
|
material->SetInteriorMappingRotation(radians);
|
|
}));
|
|
AddWidget(&interiorRotationSlider);
|
|
|
|
|
|
hei = 20;
|
|
step = hei + 2;
|
|
x = 10;
|
|
|
|
materialNameField.Create("MaterialName");
|
|
materialNameField.SetTooltip("Set a name for the material...");
|
|
materialNameField.SetPos(XMFLOAT2(10, y += step));
|
|
materialNameField.SetSize(XMFLOAT2(300, hei));
|
|
materialNameField.OnInputAccepted([=](wi::gui::EventArgs args) {
|
|
wi::scene::Scene& scene = editor->GetCurrentScene();
|
|
for (auto& x : editor->translator.selected)
|
|
{
|
|
NameComponent* name = scene.names.GetComponent(x.entity);
|
|
if (name == nullptr)
|
|
continue;
|
|
*name = args.sValue;
|
|
|
|
editor->componentsWnd.RefreshEntityTree();
|
|
}
|
|
});
|
|
AddWidget(&materialNameField);
|
|
|
|
colorComboBox.Create("Color picker mode: ");
|
|
colorComboBox.SetSize(XMFLOAT2(120, hei));
|
|
colorComboBox.SetPos(XMFLOAT2(x + 150, y += step));
|
|
colorComboBox.AddItem("Base color");
|
|
colorComboBox.AddItem("Specular color");
|
|
colorComboBox.AddItem("Emissive color");
|
|
colorComboBox.AddItem("Subsurface color");
|
|
colorComboBox.AddItem("Sheen color");
|
|
colorComboBox.AddItem("Extinction color");
|
|
colorComboBox.SetTooltip("Choose the destination data of the color picker.");
|
|
AddWidget(&colorComboBox);
|
|
|
|
colorPicker.Create("Color", wi::gui::Window::WindowControls::NONE);
|
|
colorPicker.SetPos(XMFLOAT2(10, y += step));
|
|
colorPicker.SetVisible(true);
|
|
colorPicker.SetEnabled(true);
|
|
colorPicker.OnColorChanged(forEachSelected([this] (auto material, auto args) {
|
|
switch (colorComboBox.GetSelected())
|
|
{
|
|
default:
|
|
case 0:
|
|
material->SetBaseColor(args.color.toFloat4());
|
|
break;
|
|
case 1:
|
|
material->SetSpecularColor(args.color.toFloat4());
|
|
break;
|
|
case 2:
|
|
{
|
|
XMFLOAT3 col = args.color.toFloat3();
|
|
material->SetEmissiveColor(XMFLOAT4(col.x, col.y, col.z, material->GetEmissiveStrength()));
|
|
}
|
|
break;
|
|
case 3:
|
|
material->SetSubsurfaceScatteringColor(args.color.toFloat3());
|
|
break;
|
|
case 4:
|
|
material->SetSheenColor(args.color.toFloat3());
|
|
break;
|
|
case 5:
|
|
material->SetExtinctionColor(args.color.toFloat4());
|
|
break;
|
|
}
|
|
}));
|
|
AddWidget(&colorPicker);
|
|
|
|
|
|
// Textures:
|
|
|
|
y += colorPicker.GetScale().y;
|
|
|
|
textureSlotComboBox.Create("Texture Slot: ");
|
|
textureSlotComboBox.SetSize(XMFLOAT2(170, hei));
|
|
textureSlotComboBox.SetPos(XMFLOAT2(x + 100, y += step));
|
|
for (int i = 0; i < MaterialComponent::TEXTURESLOT_COUNT; ++i)
|
|
{
|
|
switch (i)
|
|
{
|
|
case MaterialComponent::BASECOLORMAP:
|
|
textureSlotComboBox.AddItem("BaseColor map");
|
|
break;
|
|
case MaterialComponent::NORMALMAP:
|
|
textureSlotComboBox.AddItem("Normal map");
|
|
break;
|
|
case MaterialComponent::SURFACEMAP:
|
|
textureSlotComboBox.AddItem("Surface map");
|
|
break;
|
|
case MaterialComponent::EMISSIVEMAP:
|
|
textureSlotComboBox.AddItem("Emissive map");
|
|
break;
|
|
case MaterialComponent::OCCLUSIONMAP:
|
|
textureSlotComboBox.AddItem("Occlusion map");
|
|
break;
|
|
case MaterialComponent::DISPLACEMENTMAP:
|
|
textureSlotComboBox.AddItem("Displacement map");
|
|
break;
|
|
case MaterialComponent::TRANSMISSIONMAP:
|
|
textureSlotComboBox.AddItem("Transmission map");
|
|
break;
|
|
case MaterialComponent::SHEENCOLORMAP:
|
|
textureSlotComboBox.AddItem("SheenColor map");
|
|
break;
|
|
case MaterialComponent::SHEENROUGHNESSMAP:
|
|
textureSlotComboBox.AddItem("SheenRoughness map");
|
|
break;
|
|
case MaterialComponent::CLEARCOATMAP:
|
|
textureSlotComboBox.AddItem("Clearcoat map");
|
|
break;
|
|
case MaterialComponent::CLEARCOATROUGHNESSMAP:
|
|
textureSlotComboBox.AddItem("ClearcoatRoughness map");
|
|
break;
|
|
case MaterialComponent::CLEARCOATNORMALMAP:
|
|
textureSlotComboBox.AddItem("ClearcoatNormal map");
|
|
break;
|
|
case MaterialComponent::SPECULARMAP:
|
|
textureSlotComboBox.AddItem("Specular map");
|
|
break;
|
|
case MaterialComponent::ANISOTROPYMAP:
|
|
textureSlotComboBox.AddItem("Anisotropy map");
|
|
break;
|
|
case MaterialComponent::TRANSPARENCYMAP:
|
|
textureSlotComboBox.AddItem("Transparency map");
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
textureSlotComboBox.OnSelect([this](wi::gui::EventArgs args) {
|
|
|
|
std::string tooltiptext;
|
|
|
|
switch (args.iValue)
|
|
{
|
|
case MaterialComponent::BASECOLORMAP:
|
|
tooltiptext = "RGBA: Basecolor";
|
|
break;
|
|
case MaterialComponent::NORMALMAP:
|
|
tooltiptext = "RG: Normal";
|
|
break;
|
|
case MaterialComponent::SURFACEMAP:
|
|
tooltiptext = "Default workflow: R: Occlusion, G: Roughness, B: Metalness, A: Reflectance\nSpecular-glossiness workflow: RGB: Specular color (f0), A: smoothness";
|
|
break;
|
|
case MaterialComponent::EMISSIVEMAP:
|
|
tooltiptext = "RGBA: Emissive";
|
|
break;
|
|
case MaterialComponent::OCCLUSIONMAP:
|
|
tooltiptext = "R: Occlusion";
|
|
break;
|
|
case MaterialComponent::DISPLACEMENTMAP:
|
|
tooltiptext = "R: Displacement heightmap";
|
|
break;
|
|
case MaterialComponent::TRANSMISSIONMAP:
|
|
tooltiptext = "R: Transmission factor";
|
|
break;
|
|
case MaterialComponent::SHEENCOLORMAP:
|
|
tooltiptext = "RGB: Sheen color";
|
|
break;
|
|
case MaterialComponent::SHEENROUGHNESSMAP:
|
|
tooltiptext = "A: Roughness";
|
|
break;
|
|
case MaterialComponent::CLEARCOATMAP:
|
|
tooltiptext = "R: Clearcoat factor";
|
|
break;
|
|
case MaterialComponent::CLEARCOATROUGHNESSMAP:
|
|
tooltiptext = "G: Roughness";
|
|
break;
|
|
case MaterialComponent::CLEARCOATNORMALMAP:
|
|
tooltiptext = "RG: Normal";
|
|
break;
|
|
case MaterialComponent::SPECULARMAP:
|
|
tooltiptext = "RGB: Specular color, A: Specular intensity [non-metal]";
|
|
break;
|
|
case MaterialComponent::ANISOTROPYMAP:
|
|
tooltiptext = "RG: The anisotropy texture. Red and green channels represent the anisotropy direction in [-1, 1] tangent, bitangent space.\nThe vector is rotated by anisotropyRotation, and multiplied by anisotropyStrength, to obtain the final anisotropy direction and strength.";
|
|
break;
|
|
case MaterialComponent::TRANSPARENCYMAP:
|
|
tooltiptext = "R: transparency.";
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
MaterialComponent* material = editor->GetCurrentScene().materials.GetComponent(entity);
|
|
if (material != nullptr)
|
|
{
|
|
textureSlotButton.SetImage(material->textures[args.iValue].resource);
|
|
if (material->textures[args.iValue].resource.IsValid())
|
|
{
|
|
const Texture& texture = material->textures[args.iValue].resource.GetTexture();
|
|
tooltiptext += "\nResolution: " + std::to_string(texture.desc.width) + " * " + std::to_string(texture.desc.height);
|
|
if (texture.desc.array_size > 0)
|
|
{
|
|
tooltiptext += " * " + std::to_string(texture.desc.array_size);
|
|
}
|
|
if (has_flag(texture.desc.misc_flags, ResourceMiscFlag::TEXTURECUBE))
|
|
{
|
|
tooltiptext += " (cubemap)";
|
|
}
|
|
tooltiptext += "\nMip levels: " + std::to_string(texture.desc.mip_levels);
|
|
tooltiptext += "\nFormat: ";
|
|
tooltiptext += GetFormatString(texture.desc.format);
|
|
tooltiptext += "\nSwizzle: ";
|
|
tooltiptext += GetSwizzleString(texture.desc.swizzle);
|
|
tooltiptext += "\nMemory: " + wi::helper::GetMemorySizeText(ComputeTextureMemorySizeInBytes(texture.desc));
|
|
}
|
|
}
|
|
|
|
textureSlotButton.SetTooltip(tooltiptext);
|
|
|
|
});
|
|
textureSlotComboBox.SetSelected(0);
|
|
textureSlotComboBox.SetTooltip("Choose the texture slot to modify.");
|
|
AddWidget(&textureSlotComboBox);
|
|
|
|
textureSlotButton.Create("");
|
|
textureSlotButton.SetSize(XMFLOAT2(180, 180));
|
|
textureSlotButton.SetPos(XMFLOAT2(textureSlotComboBox.GetPosition().x + textureSlotComboBox.GetScale().x - textureSlotButton.GetScale().x, y += step));
|
|
textureSlotButton.sprites[wi::gui::IDLE].params.color = wi::Color::White();
|
|
textureSlotButton.sprites[wi::gui::FOCUS].params.color = wi::Color::Gray();
|
|
textureSlotButton.sprites[wi::gui::ACTIVE].params.color = wi::Color::White();
|
|
textureSlotButton.sprites[wi::gui::DEACTIVATING].params.color = wi::Color::Gray();
|
|
textureSlotButton.OnClick([this](wi::gui::EventArgs args) {
|
|
MaterialComponent* material = editor->GetCurrentScene().materials.GetComponent(entity);
|
|
if (material == nullptr)
|
|
return;
|
|
|
|
int slot = textureSlotComboBox.GetSelected();
|
|
|
|
if (material->textures[slot].resource.IsValid())
|
|
{
|
|
wi::Archive& archive = editor->AdvanceHistory();
|
|
archive << EditorComponent::HISTORYOP_COMPONENT_DATA;
|
|
editor->RecordEntity(archive, entity);
|
|
|
|
material->textures[slot].resource = {};
|
|
material->textures[slot].name = "";
|
|
material->SetDirty();
|
|
textureSlotLabel.SetText("");
|
|
|
|
editor->RecordEntity(archive, entity);
|
|
}
|
|
else
|
|
{
|
|
wi::helper::FileDialogParams params;
|
|
params.type = wi::helper::FileDialogParams::OPEN;
|
|
params.description = "Texture";
|
|
params.extensions = wi::resourcemanager::GetSupportedImageExtensions();
|
|
Entity materialEntity = entity;
|
|
wi::helper::FileDialog(params, [this, slot](std::string fileName) {
|
|
wi::eventhandler::Subscribe_Once(wi::eventhandler::EVENT_THREAD_SAFE_POINT, [=](uint64_t userdata) {
|
|
MaterialComponent* material = editor->GetCurrentScene().materials.GetComponent(entity);
|
|
wi::resourcemanager::Flags flags = material->GetTextureSlotResourceFlags(MaterialComponent::TEXTURESLOT(slot));
|
|
material->textures[slot].resource = wi::resourcemanager::Load(fileName, flags);
|
|
material->textures[slot].name = fileName;
|
|
material->SetDirty();
|
|
textureSlotLabel.SetText(wi::helper::GetFileNameFromPath(fileName));
|
|
textureSlotComboBox.SetSelected(slot);
|
|
});
|
|
});
|
|
}
|
|
});
|
|
AddWidget(&textureSlotButton);
|
|
|
|
y += textureSlotButton.GetScale().y - step + 2;
|
|
|
|
textureSlotLabel.Create("");
|
|
textureSlotLabel.SetPos(XMFLOAT2(x, y += step));
|
|
textureSlotLabel.SetSize(XMFLOAT2(colorPicker.GetScale().x - hei - 2, hei));
|
|
AddWidget(&textureSlotLabel);
|
|
|
|
textureSlotUvsetField.Create("uvset");
|
|
textureSlotUvsetField.SetText("");
|
|
textureSlotUvsetField.SetTooltip("uv set number");
|
|
textureSlotUvsetField.SetPos(XMFLOAT2(x + textureSlotLabel.GetScale().x + 2, y));
|
|
textureSlotUvsetField.SetSize(XMFLOAT2(hei, hei));
|
|
textureSlotUvsetField.OnInputAccepted(forEachSelected([this] (auto material, auto args) {
|
|
int slot = textureSlotComboBox.GetSelected();
|
|
material->textures[slot].uvset = (uint32_t)args.iValue;
|
|
}));
|
|
AddWidget(&textureSlotUvsetField);
|
|
|
|
|
|
SetMinimized(true);
|
|
SetVisible(false);
|
|
|
|
SetEntity(INVALID_ENTITY);
|
|
}
|
|
|
|
void MaterialWindow::SetEntity(Entity entity)
|
|
{
|
|
bool changed = this->entity != entity;
|
|
this->entity = entity;
|
|
|
|
Scene& scene = editor->GetCurrentScene();
|
|
MaterialComponent* material = scene.materials.GetComponent(entity);
|
|
|
|
if (material != nullptr)
|
|
{
|
|
SetEnabled(true);
|
|
|
|
const NameComponent* name = scene.names.GetComponent(entity);
|
|
if (name == nullptr)
|
|
{
|
|
materialNameField.SetValue("[no_name] " + std::to_string(entity));
|
|
}
|
|
else if (name->name.empty())
|
|
{
|
|
materialNameField.SetValue("[name_empty] " + std::to_string(entity));
|
|
}
|
|
else
|
|
{
|
|
materialNameField.SetValue(name->name);
|
|
}
|
|
shadowReceiveCheckBox.SetCheck(material->IsReceiveShadow());
|
|
shadowCasterCheckBox.SetCheck(material->IsCastingShadow());
|
|
useVertexColorsCheckBox.SetCheck(material->IsUsingVertexColors());
|
|
specularGlossinessCheckBox.SetCheck(material->IsUsingSpecularGlossinessWorkflow());
|
|
occlusionPrimaryCheckBox.SetCheck(material->IsOcclusionEnabled_Primary());
|
|
occlusionSecondaryCheckBox.SetCheck(material->IsOcclusionEnabled_Secondary());
|
|
vertexAOCheckBox.SetCheck(!material->IsVertexAODisabled());
|
|
windCheckBox.SetCheck(material->IsUsingWind());
|
|
doubleSidedCheckBox.SetCheck(material->IsDoubleSided());
|
|
outlineCheckBox.SetCheck(material->IsOutlineEnabled());
|
|
preferUncompressedCheckBox.SetCheck(material->IsPreferUncompressedTexturesEnabled());
|
|
disableStreamingCheckBox.SetCheck(material->IsTextureStreamingDisabled());
|
|
coplanarCheckBox.SetCheck(material->IsCoplanarBlending());
|
|
capsuleShadowCheckBox.SetCheck(material->IsCapsuleShadowDisabled());
|
|
normalMapSlider.SetValue(material->normalMapStrength);
|
|
roughnessSlider.SetValue(material->roughness);
|
|
reflectanceSlider.SetValue(material->reflectance);
|
|
metalnessSlider.SetValue(material->metalness);
|
|
cloakSlider.SetValue(material->cloak);
|
|
chromaticAberrationSlider.SetValue(material->chromatic_aberration);
|
|
transmissionSlider.SetValue(material->transmission);
|
|
refractionSlider.SetValue(material->refraction);
|
|
emissiveSlider.SetValue(material->emissiveColor.w);
|
|
saturationSlider.SetValue(material->saturation);
|
|
pomSlider.SetValue(material->parallaxOcclusionMapping);
|
|
anisotropyStrengthSlider.SetValue(material->anisotropy_strength);
|
|
anisotropyRotationSlider.SetValue(wi::math::RadiansToDegrees(material->anisotropy_rotation));
|
|
displacementMappingSlider.SetValue(material->displacementMapping);
|
|
subsurfaceScatteringSlider.SetValue(material->subsurfaceScattering.w);
|
|
texAnimFrameRateSlider.SetValue(material->texAnimFrameRate);
|
|
texAnimDirectionSliderU.SetValue(material->texAnimDirection.x);
|
|
texAnimDirectionSliderV.SetValue(material->texAnimDirection.y);
|
|
texMulSliderX.SetValue(material->texMulAdd.x);
|
|
texMulSliderY.SetValue(material->texMulAdd.y);
|
|
alphaRefSlider.SetValue(material->alphaRef);
|
|
blendModeComboBox.SetSelectedWithoutCallback((int)material->userBlendMode);
|
|
|
|
shaderTypeComboBox.ClearItems();
|
|
shaderTypeComboBox.AddItem("PBR", MaterialComponent::SHADERTYPE_PBR);
|
|
shaderTypeComboBox.AddItem("Planar reflections", MaterialComponent::SHADERTYPE_PBR_PLANARREFLECTION);
|
|
shaderTypeComboBox.AddItem("Par. occl. mapping", MaterialComponent::SHADERTYPE_PBR_PARALLAXOCCLUSIONMAPPING);
|
|
shaderTypeComboBox.AddItem("Anisotropic", MaterialComponent::SHADERTYPE_PBR_ANISOTROPIC);
|
|
shaderTypeComboBox.AddItem("Cloth", MaterialComponent::SHADERTYPE_PBR_CLOTH);
|
|
shaderTypeComboBox.AddItem("Clear coat", MaterialComponent::SHADERTYPE_PBR_CLEARCOAT);
|
|
shaderTypeComboBox.AddItem("Cloth + Clear coat", MaterialComponent::SHADERTYPE_PBR_CLOTH_CLEARCOAT);
|
|
shaderTypeComboBox.AddItem("Terrain blended", MaterialComponent::SHADERTYPE_PBR_TERRAINBLENDED);
|
|
shaderTypeComboBox.AddItem("Water", MaterialComponent::SHADERTYPE_WATER);
|
|
shaderTypeComboBox.AddItem("Cartoon", MaterialComponent::SHADERTYPE_CARTOON);
|
|
shaderTypeComboBox.AddItem("Unlit", MaterialComponent::SHADERTYPE_UNLIT);
|
|
shaderTypeComboBox.AddItem("Interior", MaterialComponent::SHADERTYPE_INTERIORMAPPING);
|
|
for (auto& x : wi::renderer::GetCustomShaders())
|
|
{
|
|
shaderTypeComboBox.AddItem("*" + x.name);
|
|
}
|
|
if (material->GetCustomShaderID() >= 0)
|
|
{
|
|
shaderTypeComboBox.SetSelectedWithoutCallback(MaterialComponent::SHADERTYPE_COUNT + material->GetCustomShaderID());
|
|
}
|
|
else
|
|
{
|
|
shaderTypeComboBox.SetSelectedByUserdataWithoutCallback(material->shaderType);
|
|
}
|
|
shadingRateComboBox.SetSelectedWithoutCallback((int)material->shadingRate);
|
|
|
|
cameraComboBox.ClearItems();
|
|
cameraComboBox.AddItem("INVALID_ENTITY", (uint64_t)INVALID_ENTITY);
|
|
for (size_t i = 0; i < scene.cameras.GetCount(); ++i)
|
|
{
|
|
Entity cameraEntity = scene.cameras.GetEntity(i);
|
|
const NameComponent* name = scene.names.GetComponent(cameraEntity);
|
|
if (name != nullptr)
|
|
{
|
|
cameraComboBox.AddItem(name->name, (uint64_t)cameraEntity);
|
|
}
|
|
}
|
|
cameraComboBox.SetSelectedByUserdataWithoutCallback((uint64_t)material->cameraSource);
|
|
|
|
colorComboBox.SetEnabled(true);
|
|
colorPicker.SetEnabled(true);
|
|
|
|
switch (colorComboBox.GetSelected())
|
|
{
|
|
default:
|
|
case 0:
|
|
colorPicker.SetPickColor(wi::Color::fromFloat4(material->baseColor));
|
|
break;
|
|
case 1:
|
|
colorPicker.SetPickColor(wi::Color::fromFloat4(material->specularColor));
|
|
break;
|
|
case 2:
|
|
colorPicker.SetPickColor(wi::Color::fromFloat3(XMFLOAT3(material->emissiveColor.x, material->emissiveColor.y, material->emissiveColor.z)));
|
|
break;
|
|
case 3:
|
|
colorPicker.SetPickColor(wi::Color::fromFloat3(XMFLOAT3(material->subsurfaceScattering.x, material->subsurfaceScattering.y, material->subsurfaceScattering.z)));
|
|
break;
|
|
case 4:
|
|
colorPicker.SetPickColor(wi::Color::fromFloat3(XMFLOAT3(material->sheenColor.x, material->sheenColor.y, material->sheenColor.z)));
|
|
break;
|
|
case 5:
|
|
colorPicker.SetPickColor(wi::Color::fromFloat4(material->extinctionColor));
|
|
break;
|
|
}
|
|
|
|
sheenRoughnessSlider.SetEnabled(false);
|
|
clearcoatSlider.SetEnabled(false);
|
|
clearcoatRoughnessSlider.SetEnabled(false);
|
|
switch (material->shaderType)
|
|
{
|
|
case MaterialComponent::SHADERTYPE_PBR_CLOTH:
|
|
sheenRoughnessSlider.SetEnabled(true);
|
|
break;
|
|
case MaterialComponent::SHADERTYPE_PBR_CLEARCOAT:
|
|
clearcoatSlider.SetEnabled(true);
|
|
clearcoatRoughnessSlider.SetEnabled(true);
|
|
break;
|
|
case MaterialComponent::SHADERTYPE_PBR_CLOTH_CLEARCOAT:
|
|
sheenRoughnessSlider.SetEnabled(true);
|
|
clearcoatSlider.SetEnabled(true);
|
|
clearcoatRoughnessSlider.SetEnabled(true);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
sheenRoughnessSlider.SetValue(material->sheenRoughness);
|
|
clearcoatSlider.SetValue(material->clearcoat);
|
|
clearcoatRoughnessSlider.SetValue(material->clearcoatRoughness);
|
|
blendTerrainSlider.SetValue(material->blend_with_terrain_height);
|
|
interiorScaleXSlider.SetValue(material->interiorMappingScale.x);
|
|
interiorScaleYSlider.SetValue(material->interiorMappingScale.y);
|
|
interiorScaleZSlider.SetValue(material->interiorMappingScale.z);
|
|
interiorOffsetXSlider.SetValue(material->interiorMappingOffset.x);
|
|
interiorOffsetYSlider.SetValue(material->interiorMappingOffset.y);
|
|
interiorOffsetZSlider.SetValue(material->interiorMappingOffset.z);
|
|
interiorRotationSlider.SetValue(wi::math::RadiansToDegrees(material->interiorMappingRotation));
|
|
|
|
shadingRateComboBox.SetEnabled(wi::graphics::GetDevice()->CheckCapability(GraphicsDeviceCapability::VARIABLE_RATE_SHADING));
|
|
|
|
if (material->IsUsingSpecularGlossinessWorkflow())
|
|
{
|
|
reflectanceSlider.SetEnabled(false);
|
|
metalnessSlider.SetEnabled(false);
|
|
}
|
|
|
|
int slot = textureSlotComboBox.GetSelected();
|
|
textureSlotButton.SetImage(material->textures[slot].resource);
|
|
textureSlotLabel.SetText(wi::helper::GetFileNameFromPath(material->textures[slot].name));
|
|
textureSlotUvsetField.SetText(std::to_string(material->textures[slot].uvset));
|
|
if (changed)
|
|
{
|
|
textureSlotComboBox.SetSelected(slot);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
materialNameField.SetValue("No material selected");
|
|
SetEnabled(false);
|
|
colorComboBox.SetEnabled(false);
|
|
colorPicker.SetEnabled(false);
|
|
|
|
textureSlotButton.SetImage(wi::Resource());
|
|
textureSlotLabel.SetText("");
|
|
textureSlotUvsetField.SetText("");
|
|
}
|
|
|
|
}
|
|
|
|
|
|
void MaterialWindow::ResizeLayout()
|
|
{
|
|
wi::gui::Window::ResizeLayout();
|
|
layout.margin_left = 150;
|
|
|
|
Scene& scene = editor->GetCurrentScene();
|
|
MaterialComponent* material = scene.materials.GetComponent(entity);
|
|
|
|
layout.add_fullwidth(materialNameField);
|
|
layout.add_right(shadowReceiveCheckBox);
|
|
layout.add_right(shadowCasterCheckBox);
|
|
layout.add_right(useVertexColorsCheckBox);
|
|
layout.add_right(specularGlossinessCheckBox);
|
|
layout.add_right(occlusionPrimaryCheckBox);
|
|
layout.add_right(occlusionSecondaryCheckBox);
|
|
layout.add_right(vertexAOCheckBox);
|
|
layout.add_right(windCheckBox);
|
|
layout.add_right(doubleSidedCheckBox);
|
|
layout.add_right(outlineCheckBox);
|
|
layout.add_right(preferUncompressedCheckBox);
|
|
layout.add_right(disableStreamingCheckBox);
|
|
layout.add_right(coplanarCheckBox);
|
|
layout.add_right(capsuleShadowCheckBox);
|
|
layout.add(shaderTypeComboBox);
|
|
layout.add(blendModeComboBox);
|
|
layout.add(shadingRateComboBox);
|
|
layout.add(cameraComboBox);
|
|
layout.add(alphaRefSlider);
|
|
layout.add(normalMapSlider);
|
|
layout.add(roughnessSlider);
|
|
layout.add(reflectanceSlider);
|
|
layout.add(metalnessSlider);
|
|
layout.add(emissiveSlider);
|
|
layout.add(saturationSlider);
|
|
layout.add(cloakSlider);
|
|
layout.add(chromaticAberrationSlider);
|
|
layout.add(transmissionSlider);
|
|
layout.add(refractionSlider);
|
|
layout.add(pomSlider);
|
|
layout.add(anisotropyStrengthSlider);
|
|
layout.add(anisotropyRotationSlider);
|
|
layout.add(displacementMappingSlider);
|
|
layout.add(subsurfaceScatteringSlider);
|
|
layout.add(texAnimFrameRateSlider);
|
|
layout.add(texAnimDirectionSliderU);
|
|
layout.add(texAnimDirectionSliderV);
|
|
layout.add(texMulSliderX);
|
|
layout.add(texMulSliderY);
|
|
layout.add(sheenRoughnessSlider);
|
|
layout.add(clearcoatSlider);
|
|
layout.add(clearcoatRoughnessSlider);
|
|
layout.add(blendTerrainSlider);
|
|
if (material != nullptr && material->shaderType == MaterialComponent::SHADERTYPE_INTERIORMAPPING)
|
|
{
|
|
interiorScaleXSlider.SetVisible(true);
|
|
interiorScaleYSlider.SetVisible(true);
|
|
interiorScaleZSlider.SetVisible(true);
|
|
interiorOffsetXSlider.SetVisible(true);
|
|
interiorOffsetYSlider.SetVisible(true);
|
|
interiorOffsetZSlider.SetVisible(true);
|
|
interiorRotationSlider.SetVisible(true);
|
|
layout.add(interiorScaleXSlider);
|
|
layout.add(interiorScaleYSlider);
|
|
layout.add(interiorScaleZSlider);
|
|
layout.add(interiorOffsetXSlider);
|
|
layout.add(interiorOffsetYSlider);
|
|
layout.add(interiorOffsetZSlider);
|
|
layout.add(interiorRotationSlider);
|
|
}
|
|
else
|
|
{
|
|
interiorScaleXSlider.SetVisible(false);
|
|
interiorScaleYSlider.SetVisible(false);
|
|
interiorScaleZSlider.SetVisible(false);
|
|
interiorOffsetXSlider.SetVisible(false);
|
|
interiorOffsetYSlider.SetVisible(false);
|
|
interiorOffsetZSlider.SetVisible(false);
|
|
interiorRotationSlider.SetVisible(false);
|
|
}
|
|
layout.add(colorComboBox);
|
|
layout.add_fullwidth(colorPicker);
|
|
layout.add(textureSlotComboBox);
|
|
layout.add_fullwidth(textureSlotButton);
|
|
layout.add_fullwidth(textureSlotLabel);
|
|
textureSlotLabel.SetSize(XMFLOAT2(textureSlotLabel.GetSize().x - textureSlotLabel.GetSize().y - 2, textureSlotLabel.GetSize().y));
|
|
textureSlotUvsetField.SetPos(XMFLOAT2(textureSlotLabel.GetPos().x + textureSlotLabel.GetSize().x + 2, textureSlotLabel.GetPos().y));
|
|
|
|
}
|