Files
WickedEngine/Editor/WeatherWindow.cpp
T
Turanszki Janos fa267b0e7d large refactor
2019-12-12 22:15:16 +00:00

336 lines
10 KiB
C++

#include "stdafx.h"
#include "WeatherWindow.h"
#include <thread>
using namespace std;
using namespace wiECS;
using namespace wiScene;
using namespace wiGraphics;
WeatherWindow::WeatherWindow(wiGUI* gui) : GUI(gui)
{
assert(GUI && "Invalid GUI!");
float screenW = (float)wiRenderer::GetDevice()->GetScreenWidth();
float screenH = (float)wiRenderer::GetDevice()->GetScreenHeight();
weatherWindow = new wiWindow(GUI, "Weather Window");
weatherWindow->SetSize(XMFLOAT2(760, 820));
GUI->AddWidget(weatherWindow);
float x = 200;
float y = 20;
float step = 32;
fogStartSlider = new wiSlider(0, 5000, 0, 100000, "Fog Start: ");
fogStartSlider->SetSize(XMFLOAT2(100, 30));
fogStartSlider->SetPos(XMFLOAT2(x, y += step));
fogStartSlider->OnSlide([&](wiEventArgs args) {
GetWeather().fogStart = args.fValue;
});
weatherWindow->AddWidget(fogStartSlider);
fogEndSlider = new wiSlider(1, 5000, 1000, 10000, "Fog End: ");
fogEndSlider->SetSize(XMFLOAT2(100, 30));
fogEndSlider->SetPos(XMFLOAT2(x, y += step));
fogEndSlider->OnSlide([&](wiEventArgs args) {
GetWeather().fogEnd = args.fValue;
});
weatherWindow->AddWidget(fogEndSlider);
fogHeightSlider = new wiSlider(0, 1, 0, 10000, "Fog Height: ");
fogHeightSlider->SetSize(XMFLOAT2(100, 30));
fogHeightSlider->SetPos(XMFLOAT2(x, y += step));
fogHeightSlider->OnSlide([&](wiEventArgs args) {
GetWeather().fogHeight = args.fValue;
});
weatherWindow->AddWidget(fogHeightSlider);
cloudinessSlider = new wiSlider(0, 1, 0.0f, 10000, "Cloudiness: ");
cloudinessSlider->SetSize(XMFLOAT2(100, 30));
cloudinessSlider->SetPos(XMFLOAT2(x, y += step));
cloudinessSlider->OnSlide([&](wiEventArgs args) {
GetWeather().cloudiness = args.fValue;
});
weatherWindow->AddWidget(cloudinessSlider);
cloudScaleSlider = new wiSlider(0.00005f, 0.001f, 0.0005f, 10000, "Cloud Scale: ");
cloudScaleSlider->SetSize(XMFLOAT2(100, 30));
cloudScaleSlider->SetPos(XMFLOAT2(x, y += step));
cloudScaleSlider->OnSlide([&](wiEventArgs args) {
GetWeather().cloudScale = args.fValue;
});
weatherWindow->AddWidget(cloudScaleSlider);
cloudSpeedSlider = new wiSlider(0.001f, 0.2f, 0.1f, 10000, "Cloud Speed: ");
cloudSpeedSlider->SetSize(XMFLOAT2(100, 30));
cloudSpeedSlider->SetPos(XMFLOAT2(x, y += step));
cloudSpeedSlider->OnSlide([&](wiEventArgs args) {
GetWeather().cloudSpeed = args.fValue;
});
weatherWindow->AddWidget(cloudSpeedSlider);
windSpeedSlider = new wiSlider(0.001f, 0.2f, 0.1f, 10000, "Wind Speed: ");
windSpeedSlider->SetSize(XMFLOAT2(100, 30));
windSpeedSlider->SetPos(XMFLOAT2(x, y += step));
weatherWindow->AddWidget(windSpeedSlider);
windDirectionSlider = new wiSlider(0, 1, 0, 10000, "Wind Direction: ");
windDirectionSlider->SetSize(XMFLOAT2(100, 30));
windDirectionSlider->SetPos(XMFLOAT2(x, y += step));
windDirectionSlider->OnSlide([&](wiEventArgs args) {
XMMATRIX rot = XMMatrixRotationY(args.fValue * XM_PI * 2);
XMVECTOR dir = XMVectorSet(1, 0, 0, 0);
dir = XMVector3TransformNormal(dir, rot);
dir *= windSpeedSlider->GetValue();
XMStoreFloat3(&GetWeather().windDirection, dir);
});
weatherWindow->AddWidget(windDirectionSlider);
skyButton = new wiButton("Load Sky");
skyButton->SetTooltip("Load a skybox cubemap texture...");
skyButton->SetSize(XMFLOAT2(240, 30));
skyButton->SetPos(XMFLOAT2(x-100, y += step));
skyButton->OnClick([=](wiEventArgs args) {
auto& weather = GetWeather();
if (weather.skyMap == nullptr)
{
wiHelper::FileDialogParams params;
wiHelper::FileDialogResult result;
params.type = wiHelper::FileDialogParams::OPEN;
params.description = "Cubemap texture";
params.extensions.push_back("dds");
wiHelper::FileDialog(params, result);
if (result.ok) {
string fileName = result.filenames.front();
weather.skyMapName = fileName;
weather.skyMap = wiResourceManager::Load(fileName);
skyButton->SetText(fileName);
}
}
else
{
weather.skyMap.reset();
weather.skyMapName.clear();
skyButton->SetText("Load Sky");
}
// Also, we invalidate all environment probes to reflect the sky changes.
InvalidateProbes();
});
weatherWindow->AddWidget(skyButton);
wiButton* preset0Button = new wiButton("WeatherPreset - Default");
preset0Button->SetTooltip("Apply this weather preset to the world.");
preset0Button->SetSize(XMFLOAT2(240, 30));
preset0Button->SetPos(XMFLOAT2(x - 100, y += step * 2));
preset0Button->OnClick([=](wiEventArgs args) {
Scene& scene = wiScene::GetScene();
scene.weathers.Clear();
scene.weather = WeatherComponent();
InvalidateProbes();
});
weatherWindow->AddWidget(preset0Button);
wiButton* preset1Button = new wiButton("WeatherPreset - Daytime");
preset1Button->SetTooltip("Apply this weather preset to the world.");
preset1Button->SetSize(XMFLOAT2(240, 30));
preset1Button->SetPos(XMFLOAT2(x - 100, y += step));
preset1Button->OnClick([=](wiEventArgs args) {
auto& weather = GetWeather();
weather.ambient = XMFLOAT3(0.1f, 0.1f, 0.1f);
weather.horizon = XMFLOAT3(0.3f, 0.3f, 0.4f);
weather.zenith = XMFLOAT3(37.0f / 255.0f, 61.0f / 255.0f, 142.0f / 255.0f);
weather.cloudiness = 0.4f;
weather.fogStart = 100;
weather.fogEnd = 1000;
weather.fogHeight = 0;
InvalidateProbes();
});
weatherWindow->AddWidget(preset1Button);
wiButton* preset2Button = new wiButton("WeatherPreset - Sunset");
preset2Button->SetTooltip("Apply this weather preset to the world.");
preset2Button->SetSize(XMFLOAT2(240, 30));
preset2Button->SetPos(XMFLOAT2(x - 100, y += step));
preset2Button->OnClick([=](wiEventArgs args) {
auto& weather = GetWeather();
weather.ambient = XMFLOAT3(0.02f, 0.02f, 0.02f);
weather.horizon = XMFLOAT3(0.2f, 0.05f, 0.15f);
weather.zenith = XMFLOAT3(0.4f, 0.05f, 0.1f);
weather.cloudiness = 0.36f;
weather.fogStart = 50;
weather.fogEnd = 600;
weather.fogHeight = 0;
InvalidateProbes();
});
weatherWindow->AddWidget(preset2Button);
wiButton* preset3Button = new wiButton("WeatherPreset - Cloudy");
preset3Button->SetTooltip("Apply this weather preset to the world.");
preset3Button->SetSize(XMFLOAT2(240, 30));
preset3Button->SetPos(XMFLOAT2(x - 100, y += step));
preset3Button->OnClick([=](wiEventArgs args) {
auto& weather = GetWeather();
weather.ambient = XMFLOAT3(0.1f, 0.1f, 0.1f);
weather.horizon = XMFLOAT3(0.38f, 0.38f, 0.38f);
weather.zenith = XMFLOAT3(0.42f, 0.42f, 0.42f);
weather.cloudiness = 0.75f;
weather.fogStart = 0;
weather.fogEnd = 500;
weather.fogHeight = 0;
InvalidateProbes();
});
weatherWindow->AddWidget(preset3Button);
wiButton* preset4Button = new wiButton("WeatherPreset - Night");
preset4Button->SetTooltip("Apply this weather preset to the world.");
preset4Button->SetSize(XMFLOAT2(240, 30));
preset4Button->SetPos(XMFLOAT2(x - 100, y += step));
preset4Button->OnClick([=](wiEventArgs args) {
auto& weather = GetWeather();
weather.ambient = XMFLOAT3(0.01f, 0.01f, 0.02f);
weather.horizon = XMFLOAT3(0.04f, 0.1f, 0.2f);
weather.zenith = XMFLOAT3(0.02f, 0.04f, 0.08f);
weather.cloudiness = 0.28f;
weather.fogStart = 10;
weather.fogEnd = 400;
weather.fogHeight = 0;
InvalidateProbes();
});
weatherWindow->AddWidget(preset4Button);
wiButton* eliminateCoarseCascadesButton = new wiButton("HELPERSCRIPT - EliminateCoarseCascades");
eliminateCoarseCascadesButton->SetTooltip("Eliminate the coarse cascade mask for every object in the scene.");
eliminateCoarseCascadesButton->SetSize(XMFLOAT2(240, 30));
eliminateCoarseCascadesButton->SetPos(XMFLOAT2(x - 100, y += step * 3));
eliminateCoarseCascadesButton->OnClick([=](wiEventArgs args) {
Scene& scene = wiScene::GetScene();
for (size_t i = 0; i < scene.objects.GetCount(); ++i)
{
scene.objects[i].cascadeMask = 1;
}
});
weatherWindow->AddWidget(eliminateCoarseCascadesButton);
ambientColorPicker = new wiColorPicker(GUI, "Ambient Color");
ambientColorPicker->SetPos(XMFLOAT2(360, 40));
ambientColorPicker->RemoveWidgets();
ambientColorPicker->SetVisible(false);
ambientColorPicker->SetEnabled(true);
ambientColorPicker->OnColorChanged([&](wiEventArgs args) {
auto& weather = GetWeather();
weather.ambient = args.color.toFloat3();
});
weatherWindow->AddWidget(ambientColorPicker);
horizonColorPicker = new wiColorPicker(GUI, "Horizon Color");
horizonColorPicker->SetPos(XMFLOAT2(360, 300));
horizonColorPicker->RemoveWidgets();
horizonColorPicker->SetVisible(false);
horizonColorPicker->SetEnabled(true);
horizonColorPicker->OnColorChanged([&](wiEventArgs args) {
auto& weather = GetWeather();
weather.horizon = args.color.toFloat3();
});
weatherWindow->AddWidget(horizonColorPicker);
zenithColorPicker = new wiColorPicker(GUI, "Zenith Color");
zenithColorPicker->SetPos(XMFLOAT2(360, 560));
zenithColorPicker->RemoveWidgets();
zenithColorPicker->SetVisible(false);
zenithColorPicker->SetEnabled(true);
zenithColorPicker->OnColorChanged([&](wiEventArgs args) {
auto& weather = GetWeather();
weather.zenith = args.color.toFloat3();
});
weatherWindow->AddWidget(zenithColorPicker);
weatherWindow->Translate(XMFLOAT3(130, 30, 0));
weatherWindow->SetVisible(false);
}
WeatherWindow::~WeatherWindow()
{
weatherWindow->RemoveWidgets(true);
GUI->RemoveWidget(weatherWindow);
SAFE_DELETE(weatherWindow);
}
void WeatherWindow::Update()
{
Scene& scene = wiScene::GetScene();
if (scene.weathers.GetCount() > 0)
{
auto& weather = scene.weathers[0];
fogStartSlider->SetValue(weather.fogStart);
fogEndSlider->SetValue(weather.fogEnd);
fogHeightSlider->SetValue(weather.fogHeight);
cloudinessSlider->SetValue(weather.cloudiness);
cloudScaleSlider->SetValue(weather.cloudScale);
cloudSpeedSlider->SetValue(weather.cloudSpeed);
windSpeedSlider->SetValue(wiMath::Length(weather.windDirection));
ambientColorPicker->SetPickColor(wiColor::fromFloat3(weather.ambient));
horizonColorPicker->SetPickColor(wiColor::fromFloat3(weather.horizon));
zenithColorPicker->SetPickColor(wiColor::fromFloat3(weather.zenith));
}
}
WeatherComponent& WeatherWindow::GetWeather() const
{
Scene& scene = wiScene::GetScene();
if (scene.weathers.GetCount() == 0)
{
scene.weathers.Create(CreateEntity());
}
return scene.weathers[0];
}
void WeatherWindow::InvalidateProbes() const
{
Scene& scene = wiScene::GetScene();
// Also, we invalidate all environment probes to reflect the sky changes.
for (size_t i = 0; i < scene.probes.GetCount(); ++i)
{
scene.probes[i].SetDirty();
}
}