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Reformat editor code

This commit is contained in:
Joshua Goins 2022-08-15 11:10:06 -04:00
parent c0928ea80c
commit 68d4512763
27 changed files with 1364 additions and 1323 deletions

View file

@ -1,14 +1,14 @@
set(CMAKE_FOLDER "Tools")
if(NOT NEEDS_HOSTED_SHADER_COMPILER)
if (NOT NEEDS_HOSTED_SHADER_COMPILER)
add_subdirectory(shadercompiler)
endif()
endif ()
if(BUILD_TOOLS)
if (BUILD_TOOLS)
add_subdirectory(common)
add_subdirectory(assetpipeline)
add_subdirectory(fontcompiler)
add_subdirectory(editor)
add_subdirectory(modelcompiler)
add_subdirectory(cutsceneeditor)
endif()
endif ()

View file

@ -1,5 +1,5 @@
#include <fmt/format.h>
#include <filesystem>
#include <fmt/format.h>
#include <vector>
int main(int argc, char* argv[]) {
@ -11,8 +11,8 @@ int main(int argc, char* argv[]) {
std::string gameDirectory = argv[2];
fmt::print("Game directory to output compiled assets in: {}\n", gameDirectory);
for(auto const& dir_entry : std::filesystem::recursive_directory_iterator{dataDirectory}) {
if(dir_entry.path().extension() == ".fbx") {
for (auto const& dir_entry : std::filesystem::recursive_directory_iterator{dataDirectory}) {
if (dir_entry.path().extension() == ".fbx") {
fmt::print("Found fbx: {}\n", dir_entry.path().c_str());
@ -22,7 +22,7 @@ int main(int argc, char* argv[]) {
fmt::print("Equivalent file in the game directory: {}\n", new_game_path.c_str());
if(!exists(new_game_path)) {
if (!exists(new_game_path)) {
fmt::print("Compiled version does not exist!\n");
std::vector<std::string> model_compiler_args;
@ -34,7 +34,7 @@ int main(int argc, char* argv[]) {
model_compiler_args.emplace_back(new_game_path.c_str());
std::string compiled_command;
for(const auto& arg : model_compiler_args) {
for (const auto& arg : model_compiler_args) {
compiled_command += arg + " ";
}

View file

@ -1,16 +1,16 @@
set(SRC
include/commoneditor.hpp
include/debugpass.hpp
include/undostack.hpp
src/commoneditor.cpp
src/debugpass.cpp
src/undostack.cpp)
include/commoneditor.hpp
include/debugpass.hpp
include/undostack.hpp
src/commoneditor.cpp
src/debugpass.cpp
src/undostack.cpp)
add_library(EditorCommon ${SRC})
target_include_directories(EditorCommon PUBLIC include)
target_link_libraries(EditorCommon PUBLIC
Renderer
imgui
Core)
Renderer
imgui
Core)
set_engine_properties(EditorCommon)

View file

@ -4,39 +4,39 @@
#include <vector>
#include "app.hpp"
#include "assertions.hpp"
#include "asset.hpp"
#include "components.hpp"
#include "debugpass.hpp"
#include "engine.hpp"
#include "file.hpp"
#include "imgui_backend.hpp"
#include "log.hpp"
#include "math.hpp"
#include "object.hpp"
#include "platform.hpp"
#include "renderer.hpp"
#include "scene.hpp"
#include "undostack.hpp"
#include "utility.hpp"
#include <imgui.h>
#include "math.hpp"
#include <imgui_stdlib.h>
#include <imgui_internal.h>
#include "platform.hpp"
#include "file.hpp"
#include "object.hpp"
#include "undostack.hpp"
#include "components.hpp"
#include "engine.hpp"
#include "debugpass.hpp"
#include "assertions.hpp"
#include "log.hpp"
#include "asset.hpp"
#include "scene.hpp"
#include "renderer.hpp"
#include "imgui_backend.hpp"
#include <imgui_stdlib.h>
class TransformCommand : public Command {
public:
prism::Object transformed;
Transform old_transform, new_transform;
std::string fetch_name() override {
return "Transform " + engine->get_scene()->get(transformed).name;
}
void undo() override {
engine->get_scene()->get<Transform>(transformed) = old_transform;
}
void execute() override {
engine->get_scene()->get<Transform>(transformed) = new_transform;
}
@ -45,17 +45,17 @@ public:
class RenameCommand : public Command {
public:
prism::Object object;
std::string old_name, new_name;
std::string fetch_name() override {
return "Rename " + old_name + " to " + new_name;
}
void undo() override {
engine->get_scene()->get(object).name = old_name;
}
void execute() override {
engine->get_scene()->get(object).name = new_name;
}
@ -64,18 +64,19 @@ public:
class ChangeParentCommand : public Command {
public:
prism::Object object;
prism::Object old_parent;
prism::Object new_parent;
std::string fetch_name() override {
return "Change parent of " + engine->get_scene()->get(object).name + " to " + engine->get_scene()->get(new_parent).name;
return "Change parent of " + engine->get_scene()->get(object).name + " to " +
engine->get_scene()->get(new_parent).name;
}
void undo() override {
engine->get_scene()->get(object).parent = old_parent;
}
void execute() override {
engine->get_scene()->get(object).parent = new_parent;
}
@ -89,18 +90,17 @@ enum class AssetType {
Scene
};
template<typename T>
AssetType get_asset_type() {
if constexpr(std::is_same<T, Mesh>::value) {
template<typename T> AssetType get_asset_type() {
if constexpr (std::is_same<T, Mesh>::value) {
return AssetType::Mesh;
} else if constexpr(std::is_same<T, Material>::value) {
} else if constexpr (std::is_same<T, Material>::value) {
return AssetType::Material;
} else if constexpr(std::is_same<T, Texture>::value) {
} else if constexpr (std::is_same<T, Texture>::value) {
return AssetType::Texture;
} else if constexpr(std::is_same<T, Scene>::value) {
} else if constexpr (std::is_same<T, Scene>::value) {
return AssetType::Scene;
}
return AssetType::Unknown;
}
@ -108,19 +108,19 @@ constexpr int thumbnail_resolution = 256;
class CommonEditor : public prism::app {
public:
explicit CommonEditor(std::string_view id);
explicit CommonEditor(std::string_view id);
void initialize_render() override;
void initialize_render() override;
void prepare_quit() override;
void prepare_quit() override;
bool should_quit() override;
virtual void drawUI() {}
virtual void drawUI() {}
void begin_frame() override;
void begin_frame() override;
void update(float deltaTime) override;
virtual void renderEditor([[maybe_unused]] GFXCommandBuffer* command_buffer) {}
void render(GFXCommandBuffer* command_buffer) override {
@ -130,150 +130,170 @@ public:
virtual void updateEditor([[maybe_unused]] float deltaTime) {}
virtual void object_selected([[maybe_unused]] prism::Object object) {}
virtual void asset_selected([[maybe_unused]] const std::filesystem::path& path, [[maybe_unused]] AssetType type) {}
bool wants_no_scene_rendering() override { return true; }
bool is_multimodal() override { return true; }
bool wants_no_scene_rendering() override {
return true;
}
bool is_multimodal() override {
return true;
}
void createDockArea();
void drawViewport(Scene* scene);
void drawAssets();
// options
int getDefaultX() const;
int getDefaultY() const;
int getDefaultWidth() const;
int getDefaultHeight() const;
// options
int getDefaultX() const;
int getDefaultY() const;
int getDefaultWidth() const;
int getDefaultHeight() const;
void addOpenedFile(std::string_view path);
void clearOpenedFiles();
std::vector<std::string> getOpenedFiles() const;
void addOpenedFile(std::string_view path);
void clearOpenedFiles();
std::vector<std::string> getOpenedFiles() const;
void drawOutline();
void drawPropertyEditor();
void drawConsole();
void set_undo_stack(UndoStack* stack);
prism::Object selected_object = prism::NullObject;
GFXTexture* get_material_preview(Material& material);
GFXTexture* get_mesh_preview(Mesh& mesh);
GFXTexture* get_texture_preview(Texture& texture);
GFXTexture* generate_common_preview(Scene& scene, prism::float3 camera_position);
template<typename T>
GFXTexture* get_asset_thumbnail(AssetPtr<T>& asset) {
template<typename T> GFXTexture* get_asset_thumbnail(AssetPtr<T>& asset) {
Expects(asset.handle != nullptr);
if(asset_thumbnails.count(asset->path)) {
if (asset_thumbnails.count(asset->path)) {
return asset_thumbnails[asset->path];
} else {
if constexpr(std::is_same_v<T, Material>) {
if constexpr (std::is_same_v<T, Material>) {
auto texture = get_material_preview(*asset.handle);
asset_thumbnails[asset->path] = texture;
return texture;
} else if constexpr(std::is_same_v<T, Mesh>) {
} else if constexpr (std::is_same_v<T, Mesh>) {
auto texture = get_mesh_preview(*asset.handle);
asset_thumbnails[asset->path] = texture;
return texture;
} else if constexpr(std::is_same_v<T, Texture>) {
} else if constexpr (std::is_same_v<T, Texture>) {
auto texture = get_texture_preview(*asset.handle);
asset_thumbnails[asset->path] = texture;
return texture;
} else {
return engine->get_renderer()->dummy_texture;
}
}
}
GFXTexture* get_asset_thumbnail(const prism::path& path) {
if(asset_thumbnails.count(path.string())) {
if (asset_thumbnails.count(path.string())) {
return asset_thumbnails[path.string()];
} else {
auto [asset, block] = assetm->load_asset_generic(path);
// store as dummy texture, as to stop infinite reload because of failure (e.g. out of date model)
if(asset == nullptr) {
if (asset == nullptr) {
asset_thumbnails[path.string()] = engine->get_renderer()->dummy_texture;
return engine->get_renderer()->dummy_texture;
}
if(can_load_asset<Material>(path)) {
if (can_load_asset<Material>(path)) {
auto ptr = AssetPtr<Material>(static_cast<Material*>(asset), block);
return get_asset_thumbnail(ptr);
} else if(can_load_asset<Mesh>(path)) {
} else if (can_load_asset<Mesh>(path)) {
auto ptr = AssetPtr<Mesh>(static_cast<Mesh*>(asset), block);
return get_asset_thumbnail(ptr);
} else if(can_load_asset<Texture>(path)) {
} else if (can_load_asset<Texture>(path)) {
auto ptr = AssetPtr<Texture>(static_cast<Texture*>(asset), block);
return get_asset_thumbnail(ptr);
} else {
return engine->get_renderer()->dummy_texture;
}
}
}
bool has_asset_edit_changed = false;
template<typename T>
bool edit_asset(const char* name, AssetPtr<T>& asset) {
template<typename T> bool edit_asset(const char* name, AssetPtr<T>& asset) {
ImGui::PushID(&asset);
auto draw_list = ImGui::GetWindowDrawList();
const auto window_pos = ImGui::GetCursorScreenPos();
const float thumbnail_size = 35.0f;
const auto line_height = ImGui::GetTextLineHeight();
const float item_width = ImGui::CalcItemWidth();
const float inner_spacing = ImGui::GetStyle().ItemInnerSpacing.x;
const auto frame_color = ImGui::GetStyle().Colors[ImGuiCol_FrameBg];
const auto text_color = ImGui::GetStyle().Colors[ImGuiCol_Text];
const ImRect edit_rect = ImRect(window_pos, ImVec2(window_pos.x + thumbnail_size, window_pos.y + thumbnail_size));
if(asset)
draw_list->AddImageRounded(get_asset_thumbnail(asset), edit_rect.Min, edit_rect.Max, ImVec2(0, 0), ImVec2(1, 1), IM_COL32_WHITE, 3.0f);
ImRect path_rect = ImRect(ImVec2(window_pos.x + thumbnail_size + 10.0f, window_pos.y), ImVec2(window_pos.x + item_width - inner_spacing, window_pos.y + 20.0f));
const ImRect edit_rect =
ImRect(window_pos, ImVec2(window_pos.x + thumbnail_size, window_pos.y + thumbnail_size));
if (asset)
draw_list->AddImageRounded(
get_asset_thumbnail(asset),
edit_rect.Min,
edit_rect.Max,
ImVec2(0, 0),
ImVec2(1, 1),
IM_COL32_WHITE,
3.0f);
ImRect path_rect = ImRect(
ImVec2(window_pos.x + thumbnail_size + 10.0f, window_pos.y),
ImVec2(window_pos.x + item_width - inner_spacing, window_pos.y + 20.0f));
draw_list->AddText(
ImVec2(window_pos.x + item_width, window_pos.y + (thumbnail_size / 2.0f) - (line_height / 2.0f)),
ImColor(text_color),
name);
draw_list->AddText(ImVec2(window_pos.x + item_width, window_pos.y + (thumbnail_size / 2.0f) - (line_height / 2.0f)), ImColor(text_color), name);
draw_list->AddRectFilled(path_rect.Min, path_rect.Max, ImColor(frame_color), 3.0f);
ImRect clear_rect = ImRect(ImVec2(window_pos.x + thumbnail_size + 10.0f, window_pos.y + 20.0f), ImVec2(window_pos.x + thumbnail_size + 30.0f, window_pos.y + 40.0f));
ImRect clear_rect = ImRect(
ImVec2(window_pos.x + thumbnail_size + 10.0f, window_pos.y + 20.0f),
ImVec2(window_pos.x + thumbnail_size + 30.0f, window_pos.y + 40.0f));
draw_list->AddRectFilled(clear_rect.Min, clear_rect.Max, ImColor(255, 0, 0, 255), 3.0f);
std::string path;
if(asset)
if (asset)
path = asset->path;
else
path = "None";
ImGui::PushClipRect(path_rect.Min, path_rect.Max, false);
draw_list->AddText(ImVec2(window_pos.x + thumbnail_size + 10.0f, window_pos.y), ImColor(text_color), path.c_str());
draw_list->AddText(
ImVec2(window_pos.x + thumbnail_size + 10.0f, window_pos.y), ImColor(text_color), path.c_str());
ImGui::Dummy(ImVec2(thumbnail_size, thumbnail_size + 10.0f));
ImGui::ItemAdd(path_rect, ImGui::GetID("path"));
ImGui::PopClipRect();
if(ImGui::IsItemClicked()) {
if (ImGui::IsItemClicked()) {
current_asset_type = get_asset_type<T>();
open_asset_popup = true;
on_asset_select = [&asset, this](auto p) {
@ -281,20 +301,20 @@ public:
has_asset_edit_changed = true;
};
}
ImGui::ItemAdd(edit_rect, ImGui::GetID("edit"));
if(ImGui::IsItemClicked())
if (ImGui::IsItemClicked())
asset_selected(asset->path, get_asset_type<T>());
ImGui::ItemAdd(clear_rect, ImGui::GetID("clear"));
if(ImGui::IsItemClicked())
if (ImGui::IsItemClicked())
asset.clear();
ImGui::PopID();
if(has_asset_edit_changed) {
if (has_asset_edit_changed) {
has_asset_edit_changed = false;
return true;
} else {
@ -302,63 +322,66 @@ public:
}
}
template<class T>
void open_asset(const AssetType type, const std::function<void(prism::path)>& func_ptr) {
template<class T> void open_asset(const AssetType type, const std::function<void(prism::path)>& func_ptr) {
current_asset_type = type;
open_asset_popup = true;
on_asset_select = func_ptr;
}
DebugPass* debugPass = nullptr;
int viewport_width = 1, viewport_height = 1;
protected:
struct ViewportRenderTarget {
Scene* scene = nullptr;
RenderTarget* target = nullptr;
};
std::unordered_map<ImGuiID, ViewportRenderTarget> viewport_render_targets;
private:
void load_options();
void save_options();
void load_thumbnail_cache();
void save_thumbnail_cache();
std::string id;
std::string id;
std::string iniFileName;
std::unordered_map<std::string, GFXTexture*> asset_thumbnails;
bool accepting_viewport_input = false, doing_viewport_input = false;
int viewport_x = 1, viewport_y = 1;
bool transforming_axis = false;
SelectableObject::Axis axis;
prism::float3 last_object_position;
bool open_asset_popup = false;
AssetType current_asset_type;
std::function<void(std::filesystem::path)> on_asset_select;
UndoStack* current_stack = nullptr;
int defaultX, defaultY, defaultWidth, defaultHeight;
std::vector<std::string> lastOpenedFiles;
int defaultX, defaultY, defaultWidth, defaultHeight;
std::vector<std::string> lastOpenedFiles;
void walkObject(prism::Object object, prism::Object parentObject = prism::NullObject);
void editTransform(prism::Object object, Transform transform);
void editRenderable(Renderable& mesh);
};
inline void editPath(const char* label, std::string& path, bool editable = true, const std::function<void()> on_selected = nullptr) {
inline void editPath(
const char* label,
std::string& path,
bool editable = true,
const std::function<void()> on_selected = nullptr) {
ImGui::PushID(label);
if(!editable) {
if (!editable) {
ImGui::Text("%s: %s", label, path.c_str());
} else {
ImGui::InputText(label, &path);
@ -366,11 +389,11 @@ inline void editPath(const char* label, std::string& path, bool editable = true,
ImGui::SameLine();
if(ImGui::Button("...")) {
if (ImGui::Button("...")) {
engine->get_imgui().open_dialog(false, [&path, &on_selected](std::string p) {
path = prism::get_relative_path(prism::domain::game, p).string();
if(on_selected != nullptr)
if (on_selected != nullptr)
on_selected();
});
}
@ -381,18 +404,18 @@ inline void editPath(const char* label, std::string& path, bool editable = true,
class SelectionCommand : public Command {
public:
CommonEditor* editor = nullptr;
prism::Object new_selection;
prism::Object old_selection;
std::string fetch_name() override {
return "Change selection to " + engine->get_scene()->get(new_selection).name;
}
void undo() override {
editor->selected_object = old_selection;
}
void execute() override {
editor->selected_object = new_selection;
}

View file

@ -4,15 +4,15 @@
#include <functional>
#include <vector>
#include "pass.hpp"
#include "gfx_renderpass.hpp"
#include "gfx_pipeline.hpp"
#include "gfx_texture.hpp"
#include "assetptr.hpp"
#include "gfx_buffer.hpp"
#include "gfx_framebuffer.hpp"
#include "gfx_pipeline.hpp"
#include "gfx_renderpass.hpp"
#include "gfx_texture.hpp"
#include "matrix.hpp"
#include "object.hpp"
#include "assetptr.hpp"
#include "pass.hpp"
class Texture;
class Mesh;
@ -22,22 +22,22 @@ struct SelectableObject {
Object,
Handle
} type = Type::Object;
Matrix4x4 axis_model;
enum class Axis {
X,
Y,
Z
} axis = Axis::X;
enum class RenderType {
Mesh,
Sphere
} render_type = RenderType::Mesh;
float sphere_size = 1.0f;
prism::Object object = prism::NullObject;
};
@ -47,31 +47,31 @@ public:
void create_render_target_resources(RenderTarget& target) override;
void render_scene(Scene& scene, GFXCommandBuffer* commandBuffer) override;
void render_scene(Scene& scene, GFXCommandBuffer* commandBuffer) override;
void get_selected_object(int x, int y, const std::function<void(SelectableObject)>& callback);
void draw_arrow(GFXCommandBuffer* commandBuffer, prism::float3 color, Matrix4x4 model);
GFXTexture* get_requested_texture(PassTextureType type) override {
if(type == PassTextureType::SelectionSobel)
if (type == PassTextureType::SelectionSobel)
return sobelTexture;
return nullptr;
}
GFXTexture* selectTexture = nullptr;
GFXTexture* selectDepthTexture = nullptr;
GFXTexture* sobelTexture = nullptr;
prism::Object selected_object = prism::NullObject;
private:
void createOffscreenResources();
prism::Extent extent;
std::vector<SelectableObject> selectable_objects;
AssetPtr<Texture> pointTexture, spotTexture, sunTexture, probeTexture;
AssetPtr<Mesh> cubeMesh, arrowMesh, sphereMesh;
@ -83,7 +83,7 @@ private:
GFXRenderPass* selectRenderPass = nullptr;
GFXFramebuffer* selectFramebuffer = nullptr;
GFXBuffer* selectBuffer = nullptr;
GFXPipeline* sobelPipeline = nullptr;
GFXFramebuffer* sobelFramebuffer = nullptr;
GFXRenderPass* sobelRenderPass = nullptr;

View file

@ -1,53 +1,52 @@
#pragma once
#include <memory>
#include <string>
#include <vector>
#include <memory>
class Command {
public:
std::string stored_name;
std::string get_name() {
if(stored_name.empty())
if (stored_name.empty())
stored_name = fetch_name();
return stored_name;
}
virtual std::string fetch_name() = 0;
virtual void undo() = 0;
virtual void execute() = 0;
};
class UndoStack {
public:
template<class T>
T& new_command() {
template<class T> T& new_command() {
// if we are in the middle of the stack currently, wipe out everything and start fresh
// TODO: only do it up to the point we're modifing
if(stack_position != (command_stack.size() - 1)) {
if (stack_position != (command_stack.size() - 1)) {
command_stack.clear();
stack_position = -1;
}
stack_position++;
return static_cast<T&>(*command_stack.emplace_back(std::make_unique<T>()));
}
//void push_command(Command* command);
// void push_command(Command* command);
void undo();
void redo();
// useful for undo
Command* get_last_command();
// useful for redo
Command* get_next_command();
std::vector<std::unique_ptr<Command>> command_stack;
int stack_position = -1;
};

File diff suppressed because it is too large Load diff

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@ -1,13 +1,13 @@
#include "debugpass.hpp"
#include "gfx_commandbuffer.hpp"
#include "asset.hpp"
#include "engine.hpp"
#include "scene.hpp"
#include "transform.hpp"
#include "file.hpp"
#include "gfx.hpp"
#include "asset.hpp"
#include "gfx_commandbuffer.hpp"
#include "renderer.hpp"
#include "scene.hpp"
#include "transform.hpp"
struct BillPushConstant {
Matrix4x4 mvp;
@ -32,13 +32,9 @@ void DebugPass::initialize() {
createInfo.vertex_input.attributes.push_back(positionAttribute);
createInfo.shader_input.push_constants = {
{sizeof(Matrix4x4) + sizeof(prism::float4), 0}
};
createInfo.shader_input.push_constants = {{sizeof(Matrix4x4) + sizeof(prism::float4), 0}};
createInfo.shader_input.bindings = {
{1, GFXBindingType::PushConstant}
};
createInfo.shader_input.bindings = {{1, GFXBindingType::PushConstant}};
createInfo.render_pass = engine->get_renderer()->offscreen_render_pass;
createInfo.rasterization.polygon_type = GFXPolygonType::Line;
@ -51,7 +47,7 @@ void DebugPass::initialize() {
createInfo.rasterization.polygon_type = GFXPolygonType::Fill;
arrow_pipeline = engine->get_gfx()->create_graphics_pipeline(createInfo);
arrowMesh = assetm->get<Mesh>(prism::base_domain / "models/arrow.model");
}
@ -80,20 +76,16 @@ void DebugPass::initialize() {
pipelineInfo.vertex_input.attributes.push_back(attribute);
pipelineInfo.shader_input.bindings = {
{1, GFXBindingType::PushConstant}
};
pipelineInfo.shader_input.bindings = {{1, GFXBindingType::PushConstant}};
pipelineInfo.shader_input.push_constants = {
{sizeof(Matrix4x4) + sizeof(prism::float4), 0}
};
pipelineInfo.shader_input.push_constants = {{sizeof(Matrix4x4) + sizeof(prism::float4), 0}};
pipelineInfo.render_pass = selectRenderPass;
pipelineInfo.depth.depth_mode = GFXDepthMode::Less;
selectPipeline = engine->get_gfx()->create_graphics_pipeline(pipelineInfo);
}
// sobel
{
// render pass
@ -101,7 +93,7 @@ void DebugPass::initialize() {
renderPassInfo.label = "Sobel";
renderPassInfo.attachments.push_back(GFXPixelFormat::R8_UNORM);
renderPassInfo.will_use_in_shader = true;
sobelRenderPass = engine->get_gfx()->create_render_pass(renderPassInfo);
// pipeline
@ -121,46 +113,37 @@ void DebugPass::initialize() {
pipelineInfo.vertex_input.attributes.push_back(attribute);
pipelineInfo.shader_input.bindings = {
{1, GFXBindingType::PushConstant}
};
pipelineInfo.shader_input.bindings = {{1, GFXBindingType::PushConstant}};
pipelineInfo.shader_input.push_constants = {
{sizeof(Matrix4x4) + sizeof(prism::float4), 0}
};
pipelineInfo.shader_input.push_constants = {{sizeof(Matrix4x4) + sizeof(prism::float4), 0}};
pipelineInfo.render_pass = sobelRenderPass;
sobelPipeline = engine->get_gfx()->create_graphics_pipeline(pipelineInfo);
}
// billboard
{
// pipeline
GFXGraphicsPipelineCreateInfo pipelineInfo = {};
pipelineInfo.label = "Billboard";
pipelineInfo.shaders.vertex_src = ShaderSource(prism::path("billboard.vert"));
pipelineInfo.shaders.fragment_src = ShaderSource(prism::path("billboard.frag"));
pipelineInfo.shader_input.bindings = {
{1, GFXBindingType::PushConstant},
{2, GFXBindingType::Texture},
{3, GFXBindingType::StorageBuffer}
};
pipelineInfo.shader_input.push_constants = {
{sizeof(BillPushConstant), 0}
};
{1, GFXBindingType::PushConstant}, {2, GFXBindingType::Texture}, {3, GFXBindingType::StorageBuffer}};
pipelineInfo.shader_input.push_constants = {{sizeof(BillPushConstant), 0}};
pipelineInfo.depth.depth_mode = GFXDepthMode::Less;
pipelineInfo.blending.enable_blending = true;
pipelineInfo.render_pass = engine->get_renderer()->offscreen_render_pass;
billboard_pipeline = engine->get_gfx()->create_graphics_pipeline(pipelineInfo);
pointTexture = assetm->get<Texture>(prism::base_domain / "textures/point.png");
spotTexture = assetm->get<Texture>(prism::base_domain / "textures/spot.png");
sunTexture = assetm->get<Texture>(prism::base_domain / "textures/sun.png");
@ -170,7 +153,7 @@ void DebugPass::initialize() {
void DebugPass::create_render_target_resources(RenderTarget& target) {
this->extent = target.extent;
createOffscreenResources();
}
@ -184,23 +167,24 @@ void DebugPass::createOffscreenResources() {
textureInfo.format = GFXPixelFormat::R8G8B8A8_UNORM;
textureInfo.usage = GFXTextureUsage::Attachment;
textureInfo.samplingMode = SamplingMode::ClampToEdge;
selectTexture = engine->get_gfx()->create_texture(textureInfo);
textureInfo.label = "Select Depth";
textureInfo.format = GFXPixelFormat::DEPTH_32F;
selectDepthTexture = engine->get_gfx()->create_texture(textureInfo);
GFXFramebufferCreateInfo info;
info.attachments = {selectTexture, selectDepthTexture};
info.render_pass = selectRenderPass;
selectFramebuffer = engine->get_gfx()->create_framebuffer(info);
selectBuffer = engine->get_gfx()->create_buffer(nullptr, extent.width * extent.height * 4 * sizeof(uint8_t), false, GFXBufferUsage::Storage);
selectBuffer = engine->get_gfx()->create_buffer(
nullptr, extent.width * extent.height * 4 * sizeof(uint8_t), false, GFXBufferUsage::Storage);
}
// sobel
{
GFXTextureCreateInfo textureInfo = {};
@ -210,7 +194,7 @@ void DebugPass::createOffscreenResources() {
textureInfo.format = GFXPixelFormat::R8_UNORM;
textureInfo.usage = GFXTextureUsage::Attachment;
textureInfo.samplingMode = SamplingMode::ClampToEdge;
sobelTexture = engine->get_gfx()->create_texture(textureInfo);
GFXFramebufferCreateInfo info;
@ -226,28 +210,29 @@ void DebugPass::draw_arrow(GFXCommandBuffer* commandBuffer, prism::float3 color,
Matrix4x4 mvp;
prism::float4 color;
} pc;
pc.mvp = model;
pc.color = color;
commandBuffer->set_push_constant(&pc, sizeof(PushConstant));
commandBuffer->set_vertex_buffer(arrowMesh->position_buffer, 0, 0);
commandBuffer->set_index_buffer(arrowMesh->index_buffer, IndexType::UINT32);
commandBuffer->draw_indexed(arrowMesh->num_indices, 0, 0, 0);
}
void DebugPass::render_scene(Scene& scene, GFXCommandBuffer* commandBuffer) {
auto [camObj, camera] = scene.get_all<Camera>()[0];
struct PushConstant {
Matrix4x4 mvp;
prism::float4 color;
};
Matrix4x4 vp = camera.perspective * camera.view;
commandBuffer->set_graphics_pipeline(primitive_pipeline);
commandBuffer->set_graphics_pipeline(primitive_pipeline);
struct DebugPrimitive {
prism::float3 position, size;
@ -256,22 +241,22 @@ void DebugPass::render_scene(Scene& scene, GFXCommandBuffer* commandBuffer) {
};
std::vector<DebugPrimitive> primitives;
struct DebugBillboard {
prism::float3 position;
GFXTexture* texture = nullptr;
prism::float4 color;
};
std::vector<DebugBillboard> billboards;
for(auto& obj : scene.get_objects()) {
if(scene.get(obj).editor_object)
for (auto& obj : scene.get_objects()) {
if (scene.get(obj).editor_object)
continue;
auto& transform = scene.get<Transform>(obj);
if(scene.has<Collision>(obj)) {
if (scene.has<Collision>(obj)) {
auto& collision = scene.get<Collision>(obj);
{
@ -284,13 +269,13 @@ void DebugPass::render_scene(Scene& scene, GFXCommandBuffer* commandBuffer) {
primitives.push_back(prim);
}
}
if(scene.has<Light>(obj)) {
if (scene.has<Light>(obj)) {
DebugBillboard bill;
bill.position = transform.get_world_position();
bill.color = prism::float4(scene.get<Light>(obj).color, 1.0f);
switch(scene.get<Light>(obj).type) {
switch (scene.get<Light>(obj).type) {
case Light::Type::Point:
bill.texture = pointTexture->handle;
break;
@ -301,34 +286,34 @@ void DebugPass::render_scene(Scene& scene, GFXCommandBuffer* commandBuffer) {
bill.texture = sunTexture->handle;
break;
}
billboards.push_back(bill);
}
if(scene.has<EnvironmentProbe>(obj)) {
if(selected_object == obj) {
if (scene.has<EnvironmentProbe>(obj)) {
if (selected_object == obj) {
auto& probe = scene.get<EnvironmentProbe>(obj);
DebugPrimitive prim;
prim.position = transform.get_world_position();
prim.rotation = transform.rotation;
prim.size = probe.size / 2.0f;
prim.color = prism::float4(0, 1, 1, 1);
primitives.push_back(prim);
}
DebugBillboard bill;
bill.position = transform.get_world_position();
bill.color = prism::float4(1.0f);
bill.texture = probeTexture->handle;
billboards.push_back(bill);
}
}
// draw primitives
for(auto& prim : primitives) {
for (auto& prim : primitives) {
PushConstant pc;
Matrix4x4 m = prism::translate(Matrix4x4(), prim.position);
@ -345,48 +330,54 @@ void DebugPass::render_scene(Scene& scene, GFXCommandBuffer* commandBuffer) {
commandBuffer->draw_indexed(cubeMesh->num_indices, 0, 0, 0);
}
commandBuffer->set_graphics_pipeline(billboard_pipeline);
engine->get_gfx()->copy_buffer(scene_info_buffer, &camera.view, 0, sizeof(Matrix4x4));
// draw primitives
for(auto& bill : billboards) {
for (auto& bill : billboards) {
Matrix4x4 m = prism::translate(Matrix4x4(), bill.position);
BillPushConstant pc;
pc.mvp = vp * m;
pc.color = bill.color;
commandBuffer->bind_texture(bill.texture, 2);
commandBuffer->bind_shader_buffer(scene_info_buffer, 0, 3, sizeof(Matrix4x4));
commandBuffer->set_push_constant(&pc, sizeof(BillPushConstant));
commandBuffer->draw_indexed(4, 0, 0, 0);
}
commandBuffer->set_graphics_pipeline(arrow_pipeline);
// draw handles for selected object;
if(selected_object != prism::NullObject && engine->get_scene()->has<Transform>(selected_object)) {
if (selected_object != prism::NullObject && engine->get_scene()->has<Transform>(selected_object)) {
const auto position = engine->get_scene()->get<Transform>(selected_object).get_world_position();
const float base_scale = 0.05f;
const float scale_factor = length(position - scene.get<Transform>(camObj).get_world_position());
Matrix4x4 base_model = prism::translate(Matrix4x4(), position);
base_model = prism::scale(base_model, base_scale * scale_factor);
// draw y axis
draw_arrow(commandBuffer, prism::float3(0, 1, 0), vp * base_model);
// draw x axis
draw_arrow(commandBuffer, prism::float3(1, 0, 0), vp * base_model * matrix_from_quat(angle_axis(radians(-90.0f), prism::float3(0, 0, 1))));
draw_arrow(
commandBuffer,
prism::float3(1, 0, 0),
vp * base_model * matrix_from_quat(angle_axis(radians(-90.0f), prism::float3(0, 0, 1))));
// draw z axis
draw_arrow(commandBuffer, prism::float3(0, 0, 1), vp * base_model * matrix_from_quat(angle_axis(radians(90.0f), prism::float3(1, 0, 0))));
draw_arrow(
commandBuffer,
prism::float3(0, 0, 1),
vp * base_model * matrix_from_quat(angle_axis(radians(90.0f), prism::float3(1, 0, 0))));
}
// draw sobel
GFXRenderPassBeginInfo info = {};
info.framebuffer = sobelFramebuffer;
@ -394,29 +385,29 @@ void DebugPass::render_scene(Scene& scene, GFXCommandBuffer* commandBuffer) {
info.render_area.extent = extent;
commandBuffer->set_render_pass(info);
if(selected_object != prism::NullObject && engine->get_scene()->has<Renderable>(selected_object)) {
if (selected_object != prism::NullObject && engine->get_scene()->has<Renderable>(selected_object)) {
commandBuffer->set_graphics_pipeline(sobelPipeline);
auto renderable = engine->get_scene()->get<Renderable>(selected_object);
if(!renderable.mesh)
if (!renderable.mesh)
return;
struct PC {
Matrix4x4 mvp;
prism::float4 color;
} pc;
pc.mvp = vp * engine->get_scene()->get<Transform>(selected_object).model;
pc.color = prism::float4(1);
commandBuffer->set_push_constant(&pc, sizeof(PC));
commandBuffer->set_vertex_buffer(renderable.mesh->position_buffer, 0, 0);
commandBuffer->set_index_buffer(renderable.mesh->index_buffer, IndexType::UINT32);
if(renderable.mesh) {
if (renderable.mesh) {
for (auto& part : renderable.mesh->parts)
commandBuffer->draw_indexed(part.index_count, part.index_offset, part.vertex_offset, 0);
}
@ -424,45 +415,45 @@ void DebugPass::render_scene(Scene& scene, GFXCommandBuffer* commandBuffer) {
}
void DebugPass::get_selected_object(int x, int y, const std::function<void(SelectableObject)>& callback) {
if(engine->get_scene() == nullptr)
if (engine->get_scene() == nullptr)
return;
auto cameras = engine->get_scene()->get_all<Camera>();
auto& [camObj, camera] = cameras[0];
// calculate selectable objects
selectable_objects.clear();
for(auto& [obj, mesh] : engine->get_scene()->get_all<Renderable>()) {
for (auto& [obj, mesh] : engine->get_scene()->get_all<Renderable>()) {
SelectableObject so;
so.type = SelectableObject::Type::Object;
so.object = obj;
so.render_type = SelectableObject::RenderType::Mesh;
selectable_objects.push_back(so);
}
for(auto& [obj, mesh] : engine->get_scene()->get_all<Light>()) {
for (auto& [obj, mesh] : engine->get_scene()->get_all<Light>()) {
SelectableObject so;
so.type = SelectableObject::Type::Object;
so.object = obj;
so.render_type = SelectableObject::RenderType::Sphere;
so.sphere_size = 0.5f;
selectable_objects.push_back(so);
}
for(auto& [obj, mesh] : engine->get_scene()->get_all<EnvironmentProbe>()) {
for (auto& [obj, mesh] : engine->get_scene()->get_all<EnvironmentProbe>()) {
SelectableObject so;
so.type = SelectableObject::Type::Object;
so.object = obj;
so.render_type = SelectableObject::RenderType::Sphere;
so.sphere_size = 0.5f;
selectable_objects.push_back(so);
}
// add selections for currently selected object handles
const auto add_arrow = [this](SelectableObject::Axis axis, Matrix4x4 model) {
SelectableObject so;
@ -470,26 +461,30 @@ void DebugPass::get_selected_object(int x, int y, const std::function<void(Selec
so.axis = axis;
so.axis_model = model;
so.object = selected_object;
selectable_objects.push_back(so);
};
if(selected_object != prism::NullObject) {
if (selected_object != prism::NullObject) {
const auto position = engine->get_scene()->get<Transform>(selected_object).get_world_position();
const float base_scale = 0.05f;
const float scale_factor = length(position - engine->get_scene()->get<Transform>(camObj).position);
const Matrix4x4 translate_model = prism::translate(Matrix4x4(), position);
const Matrix4x4 scale_model = prism::scale(Matrix4x4(), base_scale * scale_factor);
add_arrow(SelectableObject::Axis::Y, translate_model * scale_model);
add_arrow(SelectableObject::Axis::X, translate_model * matrix_from_quat(angle_axis(radians(-90.0f), prism::float3(0, 0, 1))) * scale_model);
add_arrow(SelectableObject::Axis::Z, translate_model * matrix_from_quat(angle_axis(radians(90.0f), prism::float3(1, 0, 0))) * scale_model);
add_arrow(
SelectableObject::Axis::X,
translate_model * matrix_from_quat(angle_axis(radians(-90.0f), prism::float3(0, 0, 1))) * scale_model);
add_arrow(
SelectableObject::Axis::Z,
translate_model * matrix_from_quat(angle_axis(radians(90.0f), prism::float3(1, 0, 0))) * scale_model);
}
GFXCommandBuffer* commandBuffer = engine->get_gfx()->acquire_command_buffer(false);
GFXRenderPassBeginInfo info = {};
@ -499,30 +494,30 @@ void DebugPass::get_selected_object(int x, int y, const std::function<void(Selec
info.render_area.extent = extent;
commandBuffer->set_render_pass(info);
Viewport viewport = {};
viewport.width = extent.width;
viewport.height = extent.height;
commandBuffer->set_viewport(viewport);
commandBuffer->set_graphics_pipeline(selectPipeline);
for(auto [i, object] : utility::enumerate(selectable_objects)) {
for (auto [i, object] : utility::enumerate(selectable_objects)) {
AssetPtr<Mesh> mesh;
Matrix4x4 model;
if(object.type == SelectableObject::Type::Object) {
if(object.render_type == SelectableObject::RenderType::Mesh) {
if (object.type == SelectableObject::Type::Object) {
if (object.render_type == SelectableObject::RenderType::Mesh) {
auto& renderable = engine->get_scene()->get<Renderable>(object.object);
if(!renderable.mesh)
if (!renderable.mesh)
continue;
mesh = renderable.mesh;
} else {
mesh = sphereMesh;
}
model = engine->get_scene()->get<Transform>(object.object).model;
} else {
mesh = arrowMesh;
@ -538,8 +533,8 @@ void DebugPass::get_selected_object(int x, int y, const std::function<void(Selec
} pc;
pc.mvp = camera.perspective * camera.view * model;
if(object.render_type == SelectableObject::RenderType::Sphere)
if (object.render_type == SelectableObject::RenderType::Sphere)
pc.mvp = prism::scale(pc.mvp, prism::float3(object.sphere_size));
pc.color = {
@ -556,22 +551,21 @@ void DebugPass::get_selected_object(int x, int y, const std::function<void(Selec
}
engine->get_gfx()->submit(commandBuffer, nullptr);
engine->get_gfx()->copy_texture(selectTexture, selectBuffer);
auto mapped_texture = reinterpret_cast<uint8_t*>(engine->get_gfx()->get_buffer_contents(selectBuffer));
const int buffer_position = 4 * (y * extent.width + x);
uint8_t a = mapped_texture[buffer_position + 3];
const int id = mapped_texture[buffer_position] +
mapped_texture[buffer_position + 1] * 256 +
mapped_texture[buffer_position + 2] * 256 * 256;
const int id = mapped_texture[buffer_position] + mapped_texture[buffer_position + 1] * 256 +
mapped_texture[buffer_position + 2] * 256 * 256;
engine->get_gfx()->release_buffer_contents(selectBuffer, mapped_texture);
if(a != 0) {
if (a != 0) {
callback(selectable_objects[id]);
} else {
SelectableObject o;

View file

@ -1,34 +1,34 @@
#include "undostack.hpp"
void UndoStack::undo() {
if(stack_position >= 0) {
if (stack_position >= 0) {
command_stack[stack_position]->undo();
stack_position--;
}
}
void UndoStack::redo() {
if((stack_position + 1) < command_stack.size()) {
if ((stack_position + 1) < command_stack.size()) {
stack_position++;
command_stack[stack_position]->execute();
}
}
Command* UndoStack::get_last_command() {
if(command_stack.empty())
if (command_stack.empty())
return nullptr;
if(stack_position >= 0)
if (stack_position >= 0)
return command_stack[stack_position].get();
return nullptr;
}
Command* UndoStack::get_next_command() {
if(command_stack.empty())
if (command_stack.empty())
return nullptr;
if((stack_position + 1) < command_stack.size())
if ((stack_position + 1) < command_stack.size())
return command_stack[stack_position + 1].get();
return nullptr;

View file

@ -1,14 +1,14 @@
add_platform_executable(
TARGET CutsceneEditor
APP_CLASS CutsceneEditor
APP_INCLUDE cutsceneeditor.hpp
SKIP_DATA ON
SRC
src/cutsceneeditor.cpp
include/cutsceneeditor.hpp)
TARGET CutsceneEditor
APP_CLASS CutsceneEditor
APP_INCLUDE cutsceneeditor.hpp
SKIP_DATA ON
SRC
src/cutsceneeditor.cpp
include/cutsceneeditor.hpp)
target_link_libraries(CutsceneEditor PUBLIC
Core
EditorCommon)
Core
EditorCommon)
target_include_directories(CutsceneEditor PUBLIC
include)
include)
set_engine_properties(CutsceneEditor)

View file

@ -3,11 +3,11 @@
#include <imgui.h>
#include <imgui_stdlib.h>
#include "cutscene.hpp"
#include "engine.hpp"
#include "file.hpp"
#include "json_conversions.hpp"
#include "platform.hpp"
#include "cutscene.hpp"
Shot* currentShot = nullptr;
AnimationChannel* currentChannel = nullptr;
@ -16,13 +16,15 @@ PositionKeyFrame* currentFrame = nullptr;
std::string currentPath;
void app_main(prism::engine* engine) {
auto editor = (CommonEditor*)engine->get_app();
auto editor = (CommonEditor*)engine->get_app();
platform::open_window("Cutscene Editor",
{editor->getDefaultX(),
editor->getDefaultY(),
static_cast<uint32_t>(editor->getDefaultWidth()),
static_cast<uint32_t>(editor->getDefaultHeight())}, WindowFlags::Resizable);
platform::open_window(
"Cutscene Editor",
{editor->getDefaultX(),
editor->getDefaultY(),
static_cast<uint32_t>(editor->getDefaultWidth()),
static_cast<uint32_t>(editor->getDefaultHeight())},
WindowFlags::Resizable);
}
CutsceneEditor::CutsceneEditor() : CommonEditor("CutsceneEditor") {}
@ -30,7 +32,7 @@ CutsceneEditor::CutsceneEditor() : CommonEditor("CutsceneEditor") {}
static bool has_been_docked = false;
void CutsceneEditor::renderEditor(GFXCommandBuffer* command_buffer) {
for(auto [id, render_target] : viewport_render_targets) {
for (auto [id, render_target] : viewport_render_targets) {
engine->get_renderer()->render(command_buffer, render_target.scene, *render_target.target, nullptr);
}
}
@ -42,30 +44,30 @@ void CutsceneEditor::drawUI() {
ImGui::End();
if(!has_been_docked) {
if (!has_been_docked) {
const auto size = ImGui::GetMainViewport()->Size;
ImGui::DockBuilderRemoveNode(editor_dockspace);
ImGui::DockBuilderAddNode(editor_dockspace, ImGuiDockNodeFlags_DockSpace);
ImGui::DockBuilderSetNodeSize(editor_dockspace, size);
ImGuiID outline_parent, view;
ImGui::DockBuilderSplitNode(editor_dockspace, ImGuiDir_Left, 0.2f, &outline_parent, &view);
ImGuiID outline, playback;
ImGui::DockBuilderSplitNode(outline_parent, ImGuiDir_Down, 0.8f, &outline, &playback);
ImGui::DockBuilderDockWindow("Outliner", outline);
ImGui::DockBuilderDockWindow("Playback Settings", playback);
ImGuiID viewport_parent, properties;
ImGui::DockBuilderSplitNode(view, ImGuiDir_Left, 0.7f, &viewport_parent, &properties);
ImGui::DockBuilderDockWindow("Properties", properties);
ImGuiID lowerbar, viewport;
ImGui::DockBuilderSplitNode(viewport_parent, ImGuiDir_Down, 0.3f, &lowerbar, &viewport);
ImGui::DockBuilderDockWindow("Viewport", viewport);
ImGui::DockBuilderDockWindow("Timeline", lowerbar);
@ -73,370 +75,378 @@ void CutsceneEditor::drawUI() {
ImGui::DockBuilderFinish(editor_dockspace);
has_been_docked =true;
has_been_docked = true;
}
if (ImGui::BeginMainMenuBar())
{
if (ImGui::BeginMenu("File"))
{
if(ImGui::MenuItem("New", "CTRL+N")) {
if (ImGui::BeginMainMenuBar()) {
if (ImGui::BeginMenu("File")) {
if (ImGui::MenuItem("New", "CTRL+N")) {
engine->cutscene = std::make_unique<Cutscene>();
platform::set_window_title(engine->get_main_window(), "Cutscene Editor");
platform::set_window_title(engine->get_main_window(), "Cutscene Editor");
}
if(ImGui::MenuItem("Open", "CTRL+O")) {
engine->get_imgui().open_dialog(true, [this](std::string path){
currentPath = path;
if (ImGui::MenuItem("Open", "CTRL+O")) {
engine->get_imgui().open_dialog(true, [this](std::string path) {
currentPath = path;
engine->load_cutscene(path);
platform::set_window_title(engine->get_main_window(), ("Cutscene Editor - " + path).c_str());
platform::set_window_title(engine->get_main_window(), ("Cutscene Editor - " + path).c_str());
addOpenedFile(path);
addOpenedFile(path);
});
}
const auto& recents = getOpenedFiles();
if (ImGui::BeginMenu("Open Recent...", !recents.empty())) {
for (auto& file : recents) {
if (ImGui::MenuItem(file.c_str())) {
currentPath = file;
const auto& recents = getOpenedFiles();
if (ImGui::BeginMenu("Open Recent...", !recents.empty())) {
for (auto& file : recents) {
if (ImGui::MenuItem(file.c_str())) {
currentPath = file;
engine->load_cutscene(file);
platform::set_window_title(0, ("Cutscene Editor - " + file).c_str());
}
}
platform::set_window_title(0, ("Cutscene Editor - " + file).c_str());
}
}
ImGui::Separator();
ImGui::Separator();
if (ImGui::MenuItem("Clear")) {
clearOpenedFiles();
}
if (ImGui::MenuItem("Clear")) {
clearOpenedFiles();
}
ImGui::EndMenu();
}
ImGui::EndMenu();
}
if (ImGui::MenuItem("Save", "CTRL+S")) {
if (currentPath.empty()) {
engine->get_imgui().save_dialog([](std::string path) {
currentPath = path;
if(ImGui::MenuItem("Save", "CTRL+S")) {
if (currentPath.empty()) {
engine->get_imgui().save_dialog([](std::string path) {
currentPath = path;
engine->save_cutscene(path);
platform::set_window_title(0, ("Cutscene Editor - " + path).c_str());
});
}
else {
platform::set_window_title(0, ("Cutscene Editor - " + path).c_str());
});
} else {
engine->save_cutscene(currentPath);
}
}
if (ImGui::MenuItem("Save as...", "CTRL+S")) {
if (ImGui::MenuItem("Save as...", "CTRL+S")) {
engine->get_imgui().save_dialog([](std::string path) {
currentPath = path;
currentPath = path;
engine->save_cutscene(path);
platform::set_window_title(0, ("Cutscene Editor - " + path).c_str());
});
}
platform::set_window_title(0, ("Cutscene Editor - " + path).c_str());
});
}
ImGui::Separator();
if(ImGui::MenuItem("Quit", "CTRL+Q"))
if (ImGui::MenuItem("Quit", "CTRL+Q"))
engine->quit();
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Edit"))
{
if (ImGui::MenuItem("Undo", "CTRL+Z")) {}
if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {} // Disabled item
if (ImGui::BeginMenu("Edit")) {
if (ImGui::MenuItem("Undo", "CTRL+Z")) {
}
if (ImGui::MenuItem("Redo", "CTRL+Y", false, false)) {
} // Disabled item
ImGui::Separator();
if (ImGui::MenuItem("Cut", "CTRL+X")) {}
if (ImGui::MenuItem("Copy", "CTRL+C")) {}
if (ImGui::MenuItem("Paste", "CTRL+V")) {}
if (ImGui::MenuItem("Cut", "CTRL+X")) {
}
if (ImGui::MenuItem("Copy", "CTRL+C")) {
}
if (ImGui::MenuItem("Paste", "CTRL+V")) {
}
ImGui::EndMenu();
}
if(ImGui::BeginMenu("Add...")) {
if (ImGui::BeginMenu("Add...")) {
if (ImGui::MenuItem("Empty")) {
auto new_obj = engine->get_scene()->add_object();
engine->get_scene()->get(new_obj).name = "new object";
}
if(ImGui::MenuItem("Prefab")) {
if (ImGui::MenuItem("Prefab")) {
engine->get_imgui().open_dialog(false, [](std::string path) {
engine->add_prefab(*engine->get_scene(), path);
});
}
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Help")) {
if (ImGui::MenuItem("About")) {
if (ImGui::BeginMenu("Help")) {
if (ImGui::MenuItem("About")) {
}
}
ImGui::EndMenu();
}
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
}
if(ImGui::Begin("Outliner")) {
if (ImGui::Begin("Outliner")) {
drawOutline();
}
ImGui::End();
if(ImGui::Begin("Properties")) {
if (ImGui::Begin("Properties")) {
drawPropertyEditor();
}
ImGui::End();
if(ImGui::Begin("Timeline")) {
if(engine->cutscene != nullptr) {
if(ImGui::Button("Add Shot")) {
if (ImGui::Begin("Timeline")) {
if (engine->cutscene != nullptr) {
if (ImGui::Button("Add Shot")) {
engine->cutscene->shots.emplace_back();
currentShot = &engine->cutscene->shots.back();
}
if(currentShot != nullptr) {
if (currentShot != nullptr) {
ImGui::SameLine();
if(ImGui::Button("Change scene")) {
if (ImGui::Button("Change scene")) {
open_asset<Scene>(AssetType::Scene, [](prism::path path) {
currentShot->scene = engine->load_scene(prism::game_domain / path);
});
}
ImGui::SameLine();
ImGui::SetNextItemWidth(25.0f);
ImGui::DragInt("Begin", &currentShot->begin, 1.0f, 0, 1000);
ImGui::SameLine();
ImGui::SetNextItemWidth(25.0f);
ImGui::DragInt("Length", &currentShot->length, 1.0f, 0, 1000);
ImGui::SameLine();
if(ImGui::Button("Remove")) {
if (ImGui::Button("Remove")) {
utility::erase(engine->cutscene->shots, *currentShot);
currentShot = nullptr;
}
}
ImGui::Separator();
const auto& draw_list = ImGui::GetWindowDrawList();
const ImVec2 p = ImGui::GetCursorScreenPos();
int i = 0;
for(auto& shot : engine->cutscene->shots) {
for (auto& shot : engine->cutscene->shots) {
auto a = ImVec2(p.x + (5 * shot.begin), p.y);
auto b = ImVec2(p.x + (5 * (shot.begin + shot.length)), p.y + 50);
if(&shot == currentShot) {
if (&shot == currentShot) {
draw_list->AddRectFilled(a, b, IM_COL32(0, 0, 100, 100));
}
draw_list->AddRect(a, b, IM_COL32_WHITE);
std::string name = "Shot " + std::to_string(i);
draw_list->AddText(ImVec2(a.x + 2, a.y + 2), IM_COL32_WHITE, name.c_str());
if(ImGui::IsMouseClicked(0)) {
if (ImGui::IsMouseClicked(0)) {
auto c = ImGui::GetMousePos();
if(c.x > a.x && c.x < b.x && c.y > a.y && c.y < b.y) {
if(currentShot == &shot) {
if (c.x > a.x && c.x < b.x && c.y > a.y && c.y < b.y) {
if (currentShot == &shot) {
currentShot = nullptr;
} else {
currentShot = &shot;
}
}
}
i++;
}
draw_list->AddLine(ImVec2(p.x + (engine->current_cutscene_time * 5), p.y), ImVec2(p.x + (engine->current_cutscene_time * 5), p.y + 75), IM_COL32_WHITE);
draw_list->AddLine(
ImVec2(p.x + (engine->current_cutscene_time * 5), p.y),
ImVec2(p.x + (engine->current_cutscene_time * 5), p.y + 75),
IM_COL32_WHITE);
} else {
ImGui::Text("No cutscene loaded.");
}
}
ImGui::End();
if(ImGui::Begin("Animation Editor")) {
if(currentShot != nullptr && currentShot->scene != nullptr) {
if (ImGui::Begin("Animation Editor")) {
if (currentShot != nullptr && currentShot->scene != nullptr) {
ImGui::BeginChild("animations", ImVec2(150, -1), true);
if(ImGui::Button("Add Channel")) {
if (ImGui::Button("Add Channel")) {
currentShot->channels.emplace_back();
currentChannel = &currentShot->channels.back();
}
int i = 0;
for(auto& channel : currentShot->channels) {
for (auto& channel : currentShot->channels) {
std::string name = "Channel " + std::to_string(i);
if(ImGui::Selectable(name.c_str(), &channel == currentChannel))
if (ImGui::Selectable(name.c_str(), &channel == currentChannel))
currentChannel = &channel;
i++;
}
if(currentShot->channels.empty())
if (currentShot->channels.empty())
ImGui::TextDisabled("No channels in this shot.");
ImGui::EndChildFrame();
ImGui::SameLine();
ImGui::BeginChild("editanim", ImVec2(-1, -1), false);
if(currentChannel != nullptr) {
if(ImGui::Button("Add Position Frame")) {
if (currentChannel != nullptr) {
if (ImGui::Button("Add Position Frame")) {
currentChannel->positions.emplace_back();
currentFrame = &currentChannel->positions.back();
}
ImGui::SameLine();
ImGui::SetNextItemWidth(50.0f);
const char* preview_value = "None";
if(currentChannel->target != prism::NullObject && currentShot->scene->has<Data>(currentChannel->target))
if (currentChannel->target != prism::NullObject &&
currentShot->scene->has<Data>(currentChannel->target))
preview_value = currentShot->scene->get(currentChannel->target).name.c_str();
if(ImGui::BeginCombo("Target", preview_value)) {
for(auto& object : currentShot->scene->get_objects()) {
if(ImGui::Selectable(currentShot->scene->get(object).name.c_str())) {
if (ImGui::BeginCombo("Target", preview_value)) {
for (auto& object : currentShot->scene->get_objects()) {
if (ImGui::Selectable(currentShot->scene->get(object).name.c_str())) {
currentChannel->target = object;
currentChannel->bone = nullptr;
}
if(currentShot->scene->has<Renderable>(object) && !currentShot->scene->get<Renderable>(object).mesh->bones.empty()) {
if (currentShot->scene->has<Renderable>(object) &&
!currentShot->scene->get<Renderable>(object).mesh->bones.empty()) {
ImGui::Indent();
for(auto& bone : currentShot->scene->get<Renderable>(object).mesh->bones) {
if(ImGui::Selectable(bone.name.c_str())) {
for (auto& bone : currentShot->scene->get<Renderable>(object).mesh->bones) {
if (ImGui::Selectable(bone.name.c_str())) {
currentChannel->bone = &bone;
currentChannel->target = prism::NullObject;
}
}
ImGui::Unindent();
}
}
ImGui::EndCombo();
}
ImGui::SameLine();
if(ImGui::Button("Remove Channel")) {
if (ImGui::Button("Remove Channel")) {
utility::erase(currentShot->channels, *currentChannel);
currentChannel = nullptr;
}
if(currentFrame != nullptr) {
if (currentFrame != nullptr) {
ImGui::SameLine();
ImGui::SetNextItemWidth(10.0f);
ImGui::DragFloat("FT", &currentFrame->time, 1.0f, 0.0f, 10000.0f);
ImGui::SameLine();
ImGui::SetNextItemWidth(50.0f);
ImGui::DragFloat3("FV", currentFrame->value.ptr());
ImGui::SameLine();
if(ImGui::Button("Remove Keyframe")) {
if (ImGui::Button("Remove Keyframe")) {
utility::erase(currentChannel->positions, *currentFrame);
currentFrame = nullptr;
}
}
if(currentChannel != nullptr) {
if (currentChannel != nullptr) {
const auto& draw_list = ImGui::GetWindowDrawList();
const ImVec2 p = ImGui::GetCursorScreenPos();
for(auto& keyframe : currentChannel->positions) {
for (auto& keyframe : currentChannel->positions) {
ImVec2 c = ImVec2(p.x + (keyframe.time * 5), p.y);
if(&keyframe == currentFrame)
if (&keyframe == currentFrame)
draw_list->AddCircleFilled(c, 5.0f, IM_COL32(0, 0, 100, 255));
draw_list->AddCircle(c, 5.0f, IM_COL32_WHITE);
if(ImGui::IsMouseClicked(0)) {
ImVec2 a = ImVec2(p.x + (keyframe.time * 5) - 5, p.y - 5);
ImVec2 b = ImVec2(p.x + (keyframe.time * 5) + 5, p.y + 5);
auto mouse_pos = ImGui::GetMousePos();
if(mouse_pos.x > a.x && mouse_pos.x < b.x && mouse_pos.y > a.y && mouse_pos.y < b.y) {
if(currentFrame == &keyframe) {
currentFrame = nullptr;
} else {
currentFrame = &keyframe;
}
}
}
if (ImGui::IsMouseClicked(0)) {
ImVec2 a = ImVec2(p.x + (keyframe.time * 5) - 5, p.y - 5);
ImVec2 b = ImVec2(p.x + (keyframe.time * 5) + 5, p.y + 5);
auto mouse_pos = ImGui::GetMousePos();
if (mouse_pos.x > a.x && mouse_pos.x < b.x && mouse_pos.y > a.y && mouse_pos.y < b.y) {
if (currentFrame == &keyframe) {
currentFrame = nullptr;
} else {
currentFrame = &keyframe;
}
}
}
}
ImVec2 shot_start = ImVec2(p.x + (currentShot->begin * 5), p.y + 10.0f);
ImVec2 shot_end = ImVec2(p.x + (currentShot->length * 5), p.y + 10.0f);
draw_list->AddCircleFilled(shot_start, 2.5f, IM_COL32(255, 0, 0, 255));
draw_list->AddCircleFilled(shot_end, 2.5f, IM_COL32(255, 0, 0, 255));
draw_list->AddLine(ImVec2(p.x + ((engine->current_cutscene_time - currentShot->begin) * 5), p.y), ImVec2(p.x + ((engine->current_cutscene_time - currentShot->begin) * 5), p.y + 75), IM_COL32_WHITE);
draw_list->AddLine(
ImVec2(p.x + ((engine->current_cutscene_time - currentShot->begin) * 5), p.y),
ImVec2(p.x + ((engine->current_cutscene_time - currentShot->begin) * 5), p.y + 75),
IM_COL32_WHITE);
}
} else {
ImGui::TextDisabled("No animation selected.");
}
ImGui::EndChild();
} else {
ImGui::TextDisabled("No shot selected.");
}
}
ImGui::End();
if(ImGui::Begin("Playback Settings")) {
if(ImGui::Button(engine->play_cutscene ? "Stop" : "Play")) {
if (ImGui::Begin("Playback Settings")) {
if (ImGui::Button(engine->play_cutscene ? "Stop" : "Play")) {
engine->play_cutscene = !engine->play_cutscene;
}
ImGui::DragFloat("Time", &engine->current_cutscene_time, 1.0f, 0.0f, 1000.0f);
}
ImGui::End();
if(ImGui::Begin("Viewport")) {
if(currentShot != nullptr && currentShot->scene != nullptr)
if (ImGui::Begin("Viewport")) {
if (currentShot != nullptr && currentShot->scene != nullptr)
drawViewport(currentShot->scene);
}
ImGui::End();
if(ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_LeftArrow)))
if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_LeftArrow)))
engine->current_cutscene_time -= 1.0f;
if(ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_RightArrow)))
if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_RightArrow)))
engine->current_cutscene_time += 1.0f;
}

View file

@ -1,23 +1,23 @@
set(SRC
include/prismeditor.hpp
include/materialeditor.hpp
include/sceneeditor.hpp
include/prefabeditor.hpp
src/prismeditor.cpp
src/materialeditor.cpp
src/sceneeditor.cpp
src/prefabeditor.cpp)
include/prismeditor.hpp
include/materialeditor.hpp
include/sceneeditor.hpp
include/prefabeditor.hpp
src/prismeditor.cpp
src/materialeditor.cpp
src/sceneeditor.cpp
src/prefabeditor.cpp)
add_platform_executable(
TARGET PrismEditor
APP_CLASS PrismEditor
APP_INCLUDE prismeditor.hpp
SKIP_DATA ON
SRC ${SRC})
TARGET PrismEditor
APP_CLASS PrismEditor
APP_INCLUDE prismeditor.hpp
SKIP_DATA ON
SRC ${SRC})
target_link_libraries(PrismEditor PUBLIC
Core
EditorCommon)
Core
EditorCommon)
target_include_directories(PrismEditor PUBLIC
include)
include)
set_engine_properties(PrismEditor)

View file

@ -1,7 +1,7 @@
#pragma once
#include "prismeditor.hpp"
#include "asset.hpp"
#include "prismeditor.hpp"
#include "scene.hpp"
class MaterialEditor : public Editor {
@ -17,10 +17,10 @@ public:
std::string get_title() const override;
Scene* get_scene() const override;
void setup_windows(ImGuiID dockspace) override;
void setup_material();
void draw(CommonEditor* editor) override;
};

View file

@ -14,7 +14,7 @@ public:
std::string get_title() const override;
Scene* get_scene() const override;
void setup_windows(ImGuiID dockspace) override;
void draw(CommonEditor* editor) override;

View file

@ -10,7 +10,7 @@ class Scene;
class Editor {
public:
std::string path;
bool has_been_docked = false;
bool modified = false;
bool wants_to_close = false;
@ -19,15 +19,21 @@ public:
auto window_class = get_window_class();
return get_title() + "###" + std::to_string(window_class.ClassId);
}
virtual Scene* get_scene() const {
return nullptr;
}
virtual bool has_menubar() const { return false; }
virtual bool has_menubar() const {
return false;
}
virtual std::string get_title() const {
return "";
}
virtual std::string get_title() const { return ""; }
virtual void draw([[maybe_unused]] CommonEditor* editor) {}
virtual void setup_windows([[maybe_unused]] ImGuiID dockspace) {}
ImGuiWindowClass get_window_class() const {
@ -37,7 +43,7 @@ public:
return window_class;
}
std::string get_window_name(std::string title) {
return title + "##" + std::to_string((uint64_t)this);
}
@ -45,21 +51,21 @@ public:
bool begin(std::string title, bool* p_open = nullptr) {
return ImGui::Begin(get_window_name(title).c_str(), p_open);
}
UndoStack undo_stack;
};
class PrismEditor : public CommonEditor {
public:
PrismEditor();
void renderEditor(GFXCommandBuffer* command_buffer) override;
void drawUI() override;
void updateEditor(float deltaTime) override;
void object_selected(prism::Object object) override;
void asset_selected(const std::filesystem::path& path, AssetType type) override;
private:
void open_asset(prism::path path);
void setup_editor(Editor* editor);

View file

@ -1,21 +1,21 @@
#pragma once
#include "prismeditor.hpp"
#include "engine.hpp"
#include "prismeditor.hpp"
class AddObjectCommand : public Command {
public:
prism::Object id;
std::string name;
std::string fetch_name() override {
return "Add object " + name;
}
void undo() override {
engine->get_scene()->remove_object(id);
}
void execute() override {
engine->get_scene()->add_object_by_id(id);
engine->get_scene()->get(id).name = name;

View file

@ -1,8 +1,8 @@
#include "materialeditor.hpp"
#include <imgui.h>
#include <imgui_stdlib.h>
#include <imgui_internal.h>
#include <imgui_stdlib.h>
#include "engine.hpp"
@ -23,7 +23,7 @@ void MaterialEditor::setup_windows(ImGuiID dockspace) {
ImGuiID dock_id_left, dock_id_right;
ImGui::DockBuilderSplitNode(dock_main_id, ImGuiDir_Left, 0.40f, &dock_id_left, &dock_id_right);
ImGui::DockBuilderDockWindow(get_window_name("Viewport").c_str(), dock_id_left);
ImGui::DockBuilderDockWindow(get_window_name("Node Editor").c_str(), dock_id_right);
}
@ -38,58 +38,58 @@ void recompile(Material* material) {
}
void MaterialEditor::draw(CommonEditor* editor) {
if(!material)
if (!material)
return;
if (ImGui::BeginMenuBar()) {
if (ImGui::BeginMenu("File")) {
if(ImGui::MenuItem("Save", "CTRL+S")) {
if (ImGui::MenuItem("Save", "CTRL+S")) {
if (path.empty()) {
engine->get_imgui().save_dialog([this](std::string path) {
this->path = path;
save_material(*material, path);
});
} else {
save_material(*material, prism::get_file_path(path));
}
}
if (ImGui::MenuItem("Save as...", "CTRL+S")) {
engine->get_imgui().save_dialog([this](std::string path) {
this->path = path;
save_material(*material, path);
});
}
ImGui::Separator();
if(ImGui::MenuItem("Close"))
if (ImGui::MenuItem("Close"))
wants_to_close = true;
ImGui::EndMenu();
}
if(ImGui::MenuItem("Compile"))
if (ImGui::MenuItem("Compile"))
recompile(*material);
ImGui::EndMenuBar();
}
auto viewport_scene = engine->get_scene();
if(viewport_scene != nullptr) {
if (viewport_scene != nullptr) {
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
if(begin("Viewport"))
if (begin("Viewport"))
editor->drawViewport(viewport_scene);
ImGui::End();
ImGui::PopStyleVar();
}
if(begin("Node Editor")) {
if (begin("Node Editor")) {
const auto draw_list = ImGui::GetWindowDrawList();
const auto window_pos = ImGui::GetCursorScreenPos();
@ -97,42 +97,40 @@ void MaterialEditor::draw(CommonEditor* editor) {
auto& property = material->colorProperty;
ImGui::PushID(property.name.c_str());
ImGui::PushID(property.name.c_str());
if(ImGui::BeginCombo("Type", "test")) {
if(ImGui::Selectable("Vector3"))
property.type = DataType::Vector3;
if (ImGui::BeginCombo("Type", "test")) {
if (ImGui::Selectable("Vector3"))
property.type = DataType::Vector3;
if(ImGui::Selectable("Texture"))
property.type = DataType::AssetTexture;
if (ImGui::Selectable("Texture"))
property.type = DataType::AssetTexture;
if(ImGui::Selectable("Float"))
property.type = DataType::Float;
if (ImGui::Selectable("Float"))
property.type = DataType::Float;
ImGui::EndCombo();
}
ImGui::EndCombo();
}
ImGui::TextDisabled("%s", property.name.c_str());
ImGui::TextDisabled("%s", property.name.c_str());
switch(property.type) {
case DataType::Vector3:
changed |= ImGui::ColorEdit3("", property.value.ptr());
break;
case DataType::Float:
changed |= ImGui::DragFloat("", &property.float_value);
break;
case DataType::AssetTexture:
changed |= editor->edit_asset("", property.value_tex);
break;
}
switch (property.type) {
case DataType::Vector3:
changed |= ImGui::ColorEdit3("", property.value.ptr());
break;
case DataType::Float:
changed |= ImGui::DragFloat("", &property.float_value);
break;
case DataType::AssetTexture:
changed |= editor->edit_asset("", property.value_tex);
break;
}
ImGui::PopID();
ImGui::PopID();
if(changed)
if (changed)
recompile(*material);
}
ImGui::End();
}

View file

@ -1,8 +1,8 @@
#include "prefabeditor.hpp"
#include <imgui.h>
#include <imgui_stdlib.h>
#include <imgui_internal.h>
#include <imgui_stdlib.h>
#include "engine.hpp"
@ -34,7 +34,7 @@ void PrefabEditor::setup_windows(ImGuiID dockspace) {
void PrefabEditor::draw(CommonEditor* editor) {
if (ImGui::BeginMenuBar()) {
if (ImGui::BeginMenu("File")) {
if(ImGui::MenuItem("Save", "CTRL+S")) {
if (ImGui::MenuItem("Save", "CTRL+S")) {
if (path.empty()) {
engine->get_imgui().save_dialog([this](std::string path) {
this->path = path;
@ -53,12 +53,12 @@ void PrefabEditor::draw(CommonEditor* editor) {
engine->save_prefab(root_object, path);
});
}
ImGui::Separator();
if(ImGui::MenuItem("Close"))
if (ImGui::MenuItem("Close"))
wants_to_close = true;
ImGui::EndMenu();
}
@ -67,13 +67,13 @@ void PrefabEditor::draw(CommonEditor* editor) {
auto viewport_scene = engine->get_scene();
if(viewport_scene != nullptr) {
if (viewport_scene != nullptr) {
auto window_class = get_window_class();
if(showOutliner) {
if (showOutliner) {
ImGui::SetNextWindowClass(&window_class);
if(begin("Outliner", &showOutliner))
if (begin("Outliner", &showOutliner))
editor->drawOutline();
ImGui::End();
@ -91,7 +91,7 @@ void PrefabEditor::draw(CommonEditor* editor) {
ImGui::SetNextWindowClass(&window_class);
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
if(begin("Viewport"))
if (begin("Viewport"))
editor->drawViewport(viewport_scene);
ImGui::End();

View file

@ -1,17 +1,17 @@
#include "prismeditor.hpp"
#include <imgui.h>
#include <imgui_stdlib.h>
#include <imgui_internal.h>
#include <imgui_stdlib.h>
#include "engine.hpp"
#include "file.hpp"
#include "json_conversions.hpp"
#include "platform.hpp"
#include "string_utils.hpp"
#include "sceneeditor.hpp"
#include "materialeditor.hpp"
#include "platform.hpp"
#include "prefabeditor.hpp"
#include "sceneeditor.hpp"
#include "string_utils.hpp"
std::string get_filename(const std::string path) {
return path.substr(path.find_last_of("/") + 1, path.length());
@ -20,21 +20,20 @@ std::string get_filename(const std::string path) {
std::vector<Editor*> editors;
void app_main(prism::engine* engine) {
CommonEditor* editor = (CommonEditor*)engine->get_app();
CommonEditor* editor = (CommonEditor*)engine->get_app();
platform::open_window("Prism Editor",
{editor->getDefaultX(),
editor->getDefaultY(),
static_cast<uint32_t>(editor->getDefaultWidth()),
static_cast<uint32_t>(editor->getDefaultHeight())},
WindowFlags::Resizable);
platform::open_window(
"Prism Editor",
{editor->getDefaultX(),
editor->getDefaultY(),
static_cast<uint32_t>(editor->getDefaultWidth()),
static_cast<uint32_t>(editor->getDefaultHeight())},
WindowFlags::Resizable);
engine->update_physics = false;
}
PrismEditor::PrismEditor() : CommonEditor("PrismEditor") {
}
PrismEditor::PrismEditor() : CommonEditor("PrismEditor") {}
void prepScene() {
auto scene = engine->get_scene();
@ -44,13 +43,13 @@ void prepScene() {
scene->get(camera).editor_object = true;
scene->add<Camera>(camera);
camera_look_at(*scene, camera, prism::float3(0, 2, 3), prism::float3(0));
}
void prepThreePointLighting() {
auto scene = engine->get_scene();
auto probe = scene->add_object();
scene->add<EnvironmentProbe>(probe).is_sized = false;
@ -84,7 +83,7 @@ void prepPrefabScene() {
Renderable* prepMaterialScene() {
auto scene = engine->get_scene();
auto plane = scene->add_object();
scene->get(plane).name = "plane";
scene->get(plane).editor_object = true;
@ -93,24 +92,25 @@ Renderable* prepMaterialScene() {
scene->get<Transform>(plane).scale = prism::float3(50);
scene->add<Renderable>(plane).mesh = assetm->get<Mesh>(prism::base_domain / "models/plane.model");
scene->get<Renderable>(plane).materials.push_back(assetm->get<Material>(prism::base_domain / "materials/Material.material"));
scene->get<Renderable>(plane).materials.push_back(
assetm->get<Material>(prism::base_domain / "materials/Material.material"));
auto sphere = scene->add_object();
scene->get(sphere).name = "sphere";
scene->get(sphere).editor_object = true;
scene->get<Transform>(sphere).rotation = euler_to_quat(prism::float3(radians(90.0f), 0, 0));
scene->add<Renderable>(sphere).mesh = assetm->get<Mesh>(prism::base_domain / "models/sphere.model");
prepThreePointLighting();
return &scene->get<Renderable>(sphere);
}
struct OpenAssetRequest {
OpenAssetRequest(std::string p, bool is_r) : path(p), is_relative(is_r) {}
std::string path;
bool is_relative;
};
@ -120,7 +120,7 @@ std::vector<OpenAssetRequest> open_requests;
void PrismEditor::setup_editor(Editor*) {}
void PrismEditor::open_asset(const prism::path path) {
if(path.extension() == ".prefab") {
if (path.extension() == ".prefab") {
PrefabEditor* editor = new PrefabEditor();
editor->path = path.string();
setup_editor(editor);
@ -133,26 +133,26 @@ void PrismEditor::open_asset(const prism::path path) {
editor->scene = engine->get_scene();
editors.push_back(editor);
} else if(path.extension() == ".scene") {
} else if (path.extension() == ".scene") {
SceneEditor* editor = new SceneEditor();
editor->path = path.string();
setup_editor(editor);
editor->scene = engine->load_scene(path);
prepScene();
editors.push_back(editor);
} else if(path.extension() == ".material") {
} else if (path.extension() == ".material") {
MaterialEditor* editor = new MaterialEditor();
editor->path = path.string();
setup_editor(editor);
engine->create_empty_scene();
prepScene();
editor->renderable = prepMaterialScene();
editor->material = assetm->get<Material>(path);
editor->setup_material();
editor->scene = engine->get_scene();
@ -162,7 +162,7 @@ void PrismEditor::open_asset(const prism::path path) {
}
void PrismEditor::renderEditor(GFXCommandBuffer* command_buffer) {
for(auto [id, render_target] : viewport_render_targets) {
for (auto [id, render_target] : viewport_render_targets) {
engine->get_renderer()->render(command_buffer, render_target.scene, *render_target.target, nullptr);
}
}
@ -176,42 +176,42 @@ void PrismEditor::drawUI() {
if (ImGui::BeginMainMenuBar()) {
if (ImGui::BeginMenu("File")) {
if(ImGui::BeginMenu("New")) {
if(ImGui::MenuItem("Scene")) {
if (ImGui::BeginMenu("New")) {
if (ImGui::MenuItem("Scene")) {
SceneEditor* editor = new SceneEditor();
editor->modified = true;
setup_editor(editor);
engine->create_empty_scene();
editor->scene = engine->get_scene();
prepScene();
editors.push_back(editor);
}
if(ImGui::MenuItem("Prefab")) {
if (ImGui::MenuItem("Prefab")) {
PrefabEditor* editor = new PrefabEditor();
editor->modified = true;
setup_editor(editor);
engine->create_empty_scene();
editor->scene = engine->get_scene();
prepScene();
editors.push_back(editor);
}
if(ImGui::MenuItem("Material")) {
if (ImGui::MenuItem("Material")) {
MaterialEditor* editor = new MaterialEditor();
editor->modified = true;
setup_editor(editor);
engine->create_empty_scene();
prepScene();
editor->material = assetm->add<Material>();
editor->renderable = prepMaterialScene();
editor->scene = engine->get_scene();
editor->setup_material();
editors.push_back(editor);
@ -220,32 +220,32 @@ void PrismEditor::drawUI() {
ImGui::EndMenu();
}
if(ImGui::MenuItem("Open", "CTRL+O")) {
if (ImGui::MenuItem("Open", "CTRL+O")) {
engine->get_imgui().open_dialog(true, [this](std::string path) {
open_requests.emplace_back(path, false);
addOpenedFile(path);
addOpenedFile(path);
});
}
const auto& recents = getOpenedFiles();
if (ImGui::BeginMenu("Open Recent...", !recents.empty())) {
for (auto& file : recents) {
if (ImGui::MenuItem(file.c_str()))
const auto& recents = getOpenedFiles();
if (ImGui::BeginMenu("Open Recent...", !recents.empty())) {
for (auto& file : recents) {
if (ImGui::MenuItem(file.c_str()))
open_requests.emplace_back(file, false);
}
}
ImGui::Separator();
ImGui::Separator();
if (ImGui::MenuItem("Clear"))
clearOpenedFiles();
if (ImGui::MenuItem("Clear"))
clearOpenedFiles();
ImGui::EndMenu();
ImGui::EndMenu();
}
ImGui::Separator();
if(ImGui::MenuItem("Quit", "CTRL+Q"))
if (ImGui::MenuItem("Quit", "CTRL+Q"))
engine->quit();
ImGui::EndMenu();
@ -254,48 +254,48 @@ void PrismEditor::drawUI() {
ImGui::EndMainMenuBar();
}
for(auto& editor : editors) {
if(!editor->has_been_docked) {
for (auto& editor : editors) {
if (!editor->has_been_docked) {
ImGui::DockBuilderDockWindow(editor->get_window_title().c_str(), dock_id);
ImGui::DockBuilderFinish(dock_id);
editor->has_been_docked = true;
}
const ImGuiID editor_dockspace = ImGui::GetID(editor);
if(ImGui::DockBuilderGetNode(editor_dockspace) == nullptr) {
const auto size = ImGui::GetMainViewport()->Size;
ImGui::DockBuilderRemoveNode(editor_dockspace);
ImGui::DockBuilderAddNode(editor_dockspace, ImGuiDockNodeFlags_DockSpace);
ImGui::DockBuilderSetNodeSize(editor_dockspace, size);
if (ImGui::DockBuilderGetNode(editor_dockspace) == nullptr) {
const auto size = ImGui::GetMainViewport()->Size;
editor->setup_windows(editor_dockspace);
ImGui::DockBuilderRemoveNode(editor_dockspace);
ImGui::DockBuilderAddNode(editor_dockspace, ImGuiDockNodeFlags_DockSpace);
ImGui::DockBuilderSetNodeSize(editor_dockspace, size);
ImGui::DockBuilderFinish(editor_dockspace);
editor->setup_windows(editor_dockspace);
ImGui::DockBuilderFinish(editor_dockspace);
}
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
int window_flags = 0;
if(editor->has_menubar())
if (editor->has_menubar())
window_flags |= ImGuiWindowFlags_MenuBar;
if(editor->modified)
if (editor->modified)
window_flags |= ImGuiWindowFlags_UnsavedDocument;
bool should_draw = ImGui::Begin(editor->get_window_title().c_str(), nullptr, window_flags);
ImGui::PopStyleVar();
ImGui::DockSpace(editor_dockspace, ImVec2(0.0f, 0.0f), ImGuiDockNodeFlags_None);
if(should_draw) {
if (should_draw) {
/*debugPass = editor->debug_pass;
if(debugPass != nullptr)
debugPass->selected_object = selected_object;*/
engine->set_current_scene(editor->get_scene());
set_undo_stack(&editor->undo_stack);
editor->draw(this);
@ -303,7 +303,7 @@ void PrismEditor::drawUI() {
ImGui::End();
}
utility::erase_if(editors, [](Editor* editor) {
return editor->wants_to_close;
});
@ -318,8 +318,8 @@ void PrismEditor::asset_selected(const std::filesystem::path& path, AssetType) {
}
void PrismEditor::updateEditor(float) {
for(auto [path, is_relative] : open_requests)
for (auto [path, is_relative] : open_requests)
open_asset(path);
open_requests.clear();
}

View file

@ -1,8 +1,8 @@
#include "sceneeditor.hpp"
#include <imgui.h>
#include <imgui_stdlib.h>
#include <imgui_internal.h>
#include <imgui_stdlib.h>
#include "engine.hpp"
@ -20,12 +20,12 @@ Scene* SceneEditor::get_scene() const {
void SceneEditor::setup_windows(ImGuiID dockspace) {
ImGuiID dock_main_id = dockspace;
ImGuiID dock_id_top, dock_id_bottom;
ImGui::DockBuilderSplitNode(dock_main_id, ImGuiDir_Up, 0.70f, &dock_id_top, &dock_id_bottom);
ImGui::DockBuilderDockWindow(get_window_name("Assets").c_str(), dock_id_bottom);
ImGuiID dock_id_left, dock_id_right;
ImGui::DockBuilderSplitNode(dock_id_top, ImGuiDir_Left, 0.70f, &dock_id_left, &dock_id_right);
@ -34,7 +34,7 @@ void SceneEditor::setup_windows(ImGuiID dockspace) {
ImGui::DockBuilderSplitNode(dock_id_left, ImGuiDir_Left, 0.20f, &dock_id_left, &dock_id_right);
ImGui::DockBuilderDockWindow(get_window_name("Outliner").c_str(), dock_id_left);
ImGui::DockBuilderDockWindow(get_window_name("Viewport").c_str(), dock_id_right);
ImGui::DockBuilderDockWindow(get_window_name("Console").c_str(), dock_id_right);
}
@ -42,7 +42,7 @@ void SceneEditor::setup_windows(ImGuiID dockspace) {
void SceneEditor::draw(CommonEditor* editor) {
if (ImGui::BeginMenuBar()) {
if (ImGui::BeginMenu("File")) {
if(ImGui::MenuItem("Save", "CTRL+S")) {
if (ImGui::MenuItem("Save", "CTRL+S")) {
if (path.empty()) {
engine->get_imgui().save_dialog([this](std::string path) {
this->path = path;
@ -50,68 +50,68 @@ void SceneEditor::draw(CommonEditor* editor) {
engine->save_scene(path);
});
} else {
engine->save_scene(path);
engine->save_scene(path);
}
}
if(ImGui::MenuItem("Save as...", "CTRL+S")) {
if (ImGui::MenuItem("Save as...", "CTRL+S")) {
engine->get_imgui().save_dialog([this](std::string path) {
this->path = path;
engine->save_scene(path);
});
}
ImGui::Separator();
if(ImGui::MenuItem("Close"))
if (ImGui::MenuItem("Close"))
wants_to_close = true;
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Edit")) {
std::string previous_stack_name = "Undo";
bool undo_available = false;
std::string next_stack_name = "Redo";
bool redo_available = false;
if (auto command = undo_stack.get_last_command()) {
undo_available = true;
previous_stack_name += " " + command->get_name();
}
if (auto command = undo_stack.get_next_command()) {
redo_available = true;
next_stack_name += " " + command->get_name();
}
if (ImGui::MenuItem(previous_stack_name.c_str(), "CTRL+Z", false, undo_available))
undo_stack.undo();
if (ImGui::MenuItem(next_stack_name.c_str(), "CTRL+Y", false, redo_available))
undo_stack.redo();
ImGui::EndMenu();
}
if(ImGui::BeginMenu("Add...")) {
if (ImGui::BeginMenu("Add...")) {
if (ImGui::MenuItem("Empty")) {
auto new_obj = engine->get_scene()->add_object();
engine->get_scene()->get(new_obj).name = "new object";
auto& command = undo_stack.new_command<AddObjectCommand>();
command.id = new_obj;
command.name = engine->get_scene()->get(new_obj).name;
}
if(ImGui::MenuItem("Prefab")) {
if (ImGui::MenuItem("Prefab")) {
engine->get_imgui().open_dialog(false, [](std::string path) {
engine->add_prefab(*engine->get_scene(), path);
});
}
ImGui::EndMenu();
}
@ -130,63 +130,62 @@ void SceneEditor::draw(CommonEditor* editor) {
}
auto viewport_scene = engine->get_scene();
if(viewport_scene != nullptr) {
if(showSceneSettings) {
if(begin("Scene Settings", &showSceneSettings)) {
if (viewport_scene != nullptr) {
if (showSceneSettings) {
if (begin("Scene Settings", &showSceneSettings)) {
}
ImGui::End();
}
if(showOutliner) {
if(begin("Outliner", &showOutliner))
if (showOutliner) {
if (begin("Outliner", &showOutliner))
editor->drawOutline();
ImGui::End();
}
if(showProperties) {
if(begin("Properties", &showProperties))
if (showProperties) {
if (begin("Properties", &showProperties))
editor->drawPropertyEditor();
ImGui::End();
}
if(showViewport) {
if (showViewport) {
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
if(begin("Viewport", &showViewport))
if (begin("Viewport", &showViewport))
editor->drawViewport(viewport_scene);
ImGui::PopStyleVar();
ImGui::End();
}
if(showUndoStack) {
if(begin("Undo Stack", &showUndoStack)) {
for(auto [i, command] : utility::enumerate(undo_stack.command_stack)) {
if (showUndoStack) {
if (begin("Undo Stack", &showUndoStack)) {
for (auto [i, command] : utility::enumerate(undo_stack.command_stack)) {
std::string name = command->get_name();
if(i == undo_stack.stack_position)
if (i == undo_stack.stack_position)
name = "-> " + name;
ImGui::Selectable(name.c_str());
}
}
ImGui::End();
}
if(showAssets) {
if(begin("Assets", &showAssets))
if (showAssets) {
if (begin("Assets", &showAssets))
editor->drawAssets();
ImGui::End();
}
if(begin("Console"))
if (begin("Console"))
editor->drawConsole();
ImGui::End();
}
}

View file

@ -1,15 +1,12 @@
#include <cstdio>
#include <string_view>
#include <array>
#include <iostream>
#include <string_view>
#include <stb_truetype.h>
constexpr std::array sizes_to_pack = {
36.0f,
24.0f
};
constexpr std::array sizes_to_pack = {36.0f, 24.0f};
constexpr int num_glyphs = 95;
constexpr int texture_width = 2048, texture_height = 1150;
@ -42,7 +39,7 @@ void load_ttf(const std::string_view path) {
}
int main(int argc, char* argv[]) {
if(argc != 3) {
if (argc != 3) {
std::cout << "Usage: FontCompiler [input ttf] [output fp]" << std::endl;
return 0;
}
@ -53,14 +50,14 @@ int main(int argc, char* argv[]) {
stbtt_PackSetOversampling(&pack_context, 2, 2);
stbtt_pack_range ranges[sizes_to_pack.size()];
for(int i = 0; i < sizes_to_pack.size(); i++)
for (int i = 0; i < sizes_to_pack.size(); i++)
ranges[i] = {sizes_to_pack[i], 32, nullptr, 95, packed_chars[i], 0, 0};
stbtt_PackFontRanges(&pack_context, font_data, 0, ranges, sizes_to_pack.size());
stbtt_PackEnd(&pack_context);
FILE* file = fopen(argv[2], "wb");
if(!file)
if (!file)
return -1;
fwrite(&texture_width, sizeof(int), 1, file);
@ -73,10 +70,10 @@ int main(int argc, char* argv[]) {
fwrite(&descent, sizeof(int), 1, file);
fwrite(&gap, sizeof(int), 1, file);
for(auto& packed_char : packed_chars)
for (auto& packed_char : packed_chars)
fwrite(&packed_char, sizeof(packed_char), 1, file);
for(auto& range : ranges) {
for (auto& range : ranges) {
const float f = (ascent + descent) * stbtt_ScaleForPixelHeight(&font_info, range.font_size);
fwrite(&f, sizeof(float), 1, file);
}

View file

@ -1,16 +1,16 @@
add_platform_executable(
TARGET ModelCompiler
APP_CLASS ModelEditor
APP_INCLUDE modeleditor.hpp
SRC
src/modeleditor.cpp
include/modeleditor.hpp
SKIP_DATA TRUE)
TARGET ModelCompiler
APP_CLASS ModelEditor
APP_INCLUDE modeleditor.hpp
SRC
src/modeleditor.cpp
include/modeleditor.hpp
SKIP_DATA TRUE)
target_link_libraries(ModelCompiler PUBLIC
Core
EditorCommon
PRIVATE
assimp)
Core
EditorCommon
PRIVATE
assimp)
target_include_directories(ModelCompiler PUBLIC
include)
include)
set_engine_properties(ModelCompiler)

View file

@ -3,19 +3,19 @@
#include "commoneditor.hpp"
class ModelEditor : public CommonEditor {
public:
ModelEditor();
public:
ModelEditor();
void drawUI() override;
void drawUI() override;
struct Flags {
bool hide_ui = false;
bool compile_static = false;
bool export_animations = true;
bool export_materials = true;
} flags;
std::string data_path, model_path;
void compile_model(std::string compiled_model_path);
};

View file

@ -1,15 +1,15 @@
#include "modeleditor.hpp"
#include <imgui.h>
#include <imgui_stdlib.h>
#include <nlohmann/json.hpp>
#include <magic_enum.hpp>
#include <cstdio>
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <unordered_map>
#include <cstdio>
#include <functional>
#include <imgui.h>
#include <imgui_stdlib.h>
#include <magic_enum.hpp>
#include <nlohmann/json.hpp>
#include <unordered_map>
#include "engine.hpp"
#include "file.hpp"
@ -23,24 +23,23 @@ void app_main(prism::engine* engine) {
engine->debug_enabled = false;
engine->console_enabled = false;
if(utility::contains(engine->command_line_arguments, "--no_ui"))
if (utility::contains(engine->command_line_arguments, "--no_ui"))
editor->flags.hide_ui = true;
if(!editor->flags.hide_ui) {
platform::open_window("Model Compiler",
{editor->getDefaultX(), editor->getDefaultY(), 300, 300},
WindowFlags::None);
if (!editor->flags.hide_ui) {
platform::open_window(
"Model Compiler", {editor->getDefaultX(), editor->getDefaultY(), 300, 300}, WindowFlags::None);
} else {
std::string compiled_model_path;
for(auto [i, argument] : utility::enumerate(engine->command_line_arguments)) {
if(argument == "--model-path")
for (auto [i, argument] : utility::enumerate(engine->command_line_arguments)) {
if (argument == "--model-path")
editor->model_path = engine->command_line_arguments[i + 1];
if(argument == "--compiled-model-path")
if (argument == "--compiled-model-path")
compiled_model_path = engine->command_line_arguments[i + 1];
if(argument == "--compile-static")
if (argument == "--compile-static")
editor->flags.compile_static = true;
}
@ -56,9 +55,9 @@ void app_main(prism::engine* engine) {
ModelEditor::ModelEditor() : CommonEditor("ModelEditor") {}
void traverseNode(const aiScene* scene, aiNode* node, const aiBone* bone, aiString& parent) {
for(int i = 0; i < node->mNumChildren; i++) {
for (int i = 0; i < node->mNumChildren; i++) {
aiNode* child = node->mChildren[i];
if(child->mName == bone->mName) {
if (child->mName == bone->mName) {
parent = node->mName;
} else {
traverseNode(scene, child, bone, parent);
@ -67,9 +66,9 @@ void traverseNode(const aiScene* scene, aiNode* node, const aiBone* bone, aiStri
}
void traverseNode(const aiScene* scene, aiNode* node, const aiBone* bone, aiVector3D& pos) {
for(int i = 0; i < node->mNumChildren; i++) {
for (int i = 0; i < node->mNumChildren; i++) {
aiNode* child = node->mChildren[i];
if(child->mName == bone->mName) {
if (child->mName == bone->mName) {
aiVector3D scale, position;
aiQuaternion rotation;
@ -83,9 +82,9 @@ void traverseNode(const aiScene* scene, aiNode* node, const aiBone* bone, aiVect
}
void traverseNodeScale(const aiScene* scene, aiNode* node, const aiBone* bone, aiVector3D& pos) {
for(int i = 0; i < node->mNumChildren; i++) {
for (int i = 0; i < node->mNumChildren; i++) {
aiNode* child = node->mChildren[i];
if(child->mName == bone->mName) {
if (child->mName == bone->mName) {
aiVector3D scale, position;
aiQuaternion rotation;
@ -99,9 +98,9 @@ void traverseNodeScale(const aiScene* scene, aiNode* node, const aiBone* bone, a
}
void traverseNode(const aiScene* scene, aiNode* node, const aiBone* bone, aiQuaternion& rot) {
for(int i = 0; i < node->mNumChildren; i++) {
for (int i = 0; i < node->mNumChildren; i++) {
aiNode* child = node->mChildren[i];
if(child->mName == bone->mName) {
if (child->mName == bone->mName) {
aiVector3D scale, position;
aiQuaternion rotation;
@ -148,7 +147,7 @@ aiVector3D getBoneScale(const aiScene* scene, const aiBone* bone) {
void write_string(FILE* file, const aiString& str) {
fwrite(&str.length, sizeof(unsigned int), 1, file);
if(str.length > 0) {
if (str.length > 0) {
fwrite(str.C_Str(), sizeof(char) * str.length, 1, file);
prism::log("writing string {}", str.C_Str());
}
@ -158,7 +157,7 @@ void write_string(FILE* file, const std::string& str) {
unsigned int len = str.length();
fwrite(&len, sizeof(unsigned int), 1, file);
if(str.length() > 0) {
if (str.length() > 0) {
fwrite(str.c_str(), sizeof(char) * len, 1, file);
prism::log("writing string {}", str.c_str());
}
@ -169,13 +168,13 @@ void ModelEditor::compile_model(std::string compiled_model_path) {
unsigned int vertex_index = 0, bone_index = 0;
float weight = 0.0f;
};
constexpr int max_weights_per_vertex = 4;
struct BoneVertexData {
std::array<int, max_weights_per_vertex> ids;
std::array<float, max_weights_per_vertex> weights;
void add(int boneID, float boneWeight) {
for (int i = 0; i < max_weights_per_vertex; i++) {
if (weights[i] == 0.0f) {
@ -186,31 +185,27 @@ void ModelEditor::compile_model(std::string compiled_model_path) {
}
}
};
Assimp::Importer importer;
unsigned int importer_flags =
aiProcess_Triangulate |
aiProcess_ImproveCacheLocality |
aiProcess_JoinIdenticalVertices |
aiProcess_OptimizeMeshes |
aiProcess_CalcTangentSpace |
aiProcess_GenNormals;
unsigned int importer_flags = aiProcess_Triangulate | aiProcess_ImproveCacheLocality |
aiProcess_JoinIdenticalVertices | aiProcess_OptimizeMeshes |
aiProcess_CalcTangentSpace | aiProcess_GenNormals;
if(flags.compile_static) {
if (flags.compile_static) {
importer.SetPropertyFloat(AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY, 1.0);
importer_flags |= aiProcess_GlobalScale;
importer_flags |= aiProcess_PreTransformVertices;
aiMatrix4x4 matrix;
importer.SetPropertyMatrix(AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION, matrix);
importer.SetPropertyBool(AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION, true);
}
const aiScene* sc = importer.ReadFile(model_path.c_str(), importer_flags);
auto name = model_path.substr(model_path.find_last_of("/") + 1, model_path.length());
name = name.substr(0, name.find_last_of("."));
@ -220,183 +215,183 @@ void ModelEditor::compile_model(std::string compiled_model_path) {
int version = 7;
fwrite(&version, sizeof(int), 1, file);
std::vector<std::string> meshToMaterial;
meshToMaterial.resize(sc->mNumMeshes);
std::map<std::string, int> matNameToIndex;
int last_material = 0;
std::vector<aiVector3D> positions;
enum MeshType : int {
Static,
Skinned
} mesh_type = MeshType::Static;
std::vector<aiVector3D> normals;
std::vector<aiVector2D> texture_coords;
std::vector<aiVector3D> tangents, bitangents;
std::vector<BoneVertexData> bone_vertex_data;
for(unsigned int i = 0; i < sc->mNumMeshes; i++) {
for (unsigned int i = 0; i < sc->mNumMeshes; i++) {
aiMesh* mesh = sc->mMeshes[i];
if(mesh->HasBones())
if (mesh->HasBones())
mesh_type = MeshType::Skinned;
}
std::vector<uint32_t> indices;
std::vector<BoneWeight> bone_weights;
aiMesh* armature_mesh = nullptr;
int vertex_offset = 0;
for(unsigned int i = 0; i < sc->mNumMeshes; i++) {
for (unsigned int i = 0; i < sc->mNumMeshes; i++) {
aiMesh* mesh = sc->mMeshes[i];
if(armature_mesh == nullptr && mesh->mNumBones != 0) {
if (armature_mesh == nullptr && mesh->mNumBones != 0) {
armature_mesh = mesh;
}
for (unsigned int v = 0; v < mesh->mNumVertices; v++) {
positions.push_back(mesh->mVertices[v]);
normals.push_back(mesh->mNormals[v]);
if(mesh->HasTextureCoords(0)) {
if (mesh->HasTextureCoords(0)) {
texture_coords.emplace_back(mesh->mTextureCoords[0][v].x, mesh->mTextureCoords[0][v].y);
} else {
texture_coords.emplace_back(0, 0);
}
tangents.push_back(mesh->mTangents[v]);
bitangents.push_back(mesh->mBitangents[v]);
}
for (unsigned int e = 0; e < mesh->mNumFaces; e++) {
const aiFace& face = mesh->mFaces[e];
indices.push_back(face.mIndices[0]);
indices.push_back(face.mIndices[1]);
indices.push_back(face.mIndices[2]);
}
for(unsigned int b = 0; b < mesh->mNumBones; b++) {
for(int y = 0; y < mesh->mBones[b]->mNumWeights; y++) {
for (unsigned int b = 0; b < mesh->mNumBones; b++) {
for (int y = 0; y < mesh->mBones[b]->mNumWeights; y++) {
BoneWeight bw;
bw.bone_index = b;
bw.vertex_index = vertex_offset + mesh->mBones[b]->mWeights[y].mVertexId;
bw.weight = mesh->mBones[b]->mWeights[y].mWeight;
bone_weights.push_back(bw);
}
}
std::string material = sc->mMaterials[mesh->mMaterialIndex]->GetName().C_Str();
meshToMaterial[i] = material;
if(!matNameToIndex.count(material))
if (!matNameToIndex.count(material))
matNameToIndex[material] = last_material++;
vertex_offset += mesh->mNumVertices;
}
if(mesh_type == MeshType::Skinned) {
if (mesh_type == MeshType::Skinned) {
bone_vertex_data.resize(positions.size());
for(auto bw : bone_weights)
for (auto bw : bone_weights)
bone_vertex_data[bw.vertex_index].add(bw.bone_index, bw.weight);
}
fwrite(&mesh_type, sizeof(int), 1, file);
int vert_len = positions.size();
fwrite(&vert_len, sizeof(int), 1, file);
const auto write_buffer = [numVertices = positions.size(), file](auto vec, unsigned int size) {
for(unsigned int i = 0; i < numVertices; i++) {
for (unsigned int i = 0; i < numVertices; i++) {
fwrite(&vec[i], size, 1, file);
}
};
write_buffer(positions, sizeof(prism::float3));
write_buffer(normals, sizeof(prism::float3));
write_buffer(texture_coords, sizeof(prism::float2));
write_buffer(tangents, sizeof(prism::float3));
write_buffer(bitangents, sizeof(prism::float3));
if(mesh_type == MeshType::Skinned)
if (mesh_type == MeshType::Skinned)
write_buffer(bone_vertex_data, sizeof(BoneVertexData));
int element_len = indices.size();
fwrite(&element_len, sizeof(int), 1, file);
fwrite(indices.data(), sizeof(uint32_t) * indices.size(), 1, file);
int bone_len = 0;
if(armature_mesh != nullptr) {
if (armature_mesh != nullptr) {
bone_len = armature_mesh->mNumBones;
}
fwrite(&bone_len, sizeof(int), 1, file);
if(bone_len > 0) {
if (bone_len > 0) {
auto transform = sc->mRootNode->mTransformation;
transform.Inverse();
transform.Transpose();
fwrite(&transform, sizeof(aiMatrix4x4), 1, file);
for (unsigned int b = 0; b < armature_mesh->mNumBones; b++) {
const aiBone* aBone = armature_mesh->mBones[b];
write_string(file, aBone->mName);
write_string(file, findBoneParent(sc, aBone));
auto pos = getBonePosition(sc, aBone);
fwrite(&pos, sizeof(float) * 3, 1, file);
auto rot = getBoneRotation(sc, aBone);
fwrite(&rot, sizeof(float) * 4, 1, file);
auto scl = getBoneScale(sc, aBone);
fwrite(&scl, sizeof(float) * 3, 1, file);
}
}
fwrite(&sc->mNumMeshes, sizeof(int), 1, file);
for (unsigned int i = 0; i < sc->mNumMeshes; i++) {
const aiMesh* mesh = sc->mMeshes[i];
write_string(file, mesh->mName);
float min_x = 0.0f, min_y = 0.0f, min_z = 0.0f;
float max_x = 0.0f, max_y = 0.0f, max_z = 0.0f;
for(unsigned int i = 0; i < mesh->mNumVertices; i++) {
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
auto vertex_pos = mesh->mVertices[i];
if(vertex_pos.x < min_x)
if (vertex_pos.x < min_x)
min_x = vertex_pos.x;
else if(vertex_pos.x > max_x)
else if (vertex_pos.x > max_x)
max_x = vertex_pos.x;
if(vertex_pos.y < min_y)
if (vertex_pos.y < min_y)
min_y = vertex_pos.y;
else if(vertex_pos.y > max_y)
else if (vertex_pos.y > max_y)
max_y = vertex_pos.y;
if(vertex_pos.z < min_z)
if (vertex_pos.z < min_z)
min_z = vertex_pos.z;
else if(vertex_pos.z > max_z)
else if (vertex_pos.z > max_z)
max_z = vertex_pos.z;
}
prism::aabb aabb;
aabb.min = prism::float3(min_x, min_y, min_z);
aabb.max = prism::float3(max_x, max_y, max_z);
@ -406,14 +401,14 @@ void ModelEditor::compile_model(std::string compiled_model_path) {
unsigned int numIndices = mesh->mNumFaces * 3;
fwrite(&numIndices, sizeof(int), 1, file);
int numOffsetMatrices = mesh->mNumBones;
fwrite(&numOffsetMatrices, sizeof(int), 1, file);
for(int b = 0; b < mesh->mNumBones; b++) {
for (int b = 0; b < mesh->mNumBones; b++) {
auto offset = mesh->mBones[b]->mOffsetMatrix;
offset.Transpose();
fwrite(&offset, sizeof(aiMatrix4x4), 1, file);
}
@ -427,20 +422,20 @@ void ModelEditor::compile_model(std::string compiled_model_path) {
fmt::print("Finished writing model!\n");
if(flags.export_materials) {
for(int i = 0; i < sc->mNumMaterials; i++) {
if (flags.export_materials) {
for (int i = 0; i < sc->mNumMaterials; i++) {
auto path = data_path + "/materials/" + sc->mMaterials[i]->GetName().C_Str() + ".material";
Material mat;
aiColor4D color;
aiGetMaterialColor(sc->mMaterials[i], AI_MATKEY_COLOR_DIFFUSE,&color);
aiGetMaterialColor(sc->mMaterials[i], AI_MATKEY_COLOR_DIFFUSE, &color);
mat.colorProperty.type = DataType::Vector3;
mat.colorProperty.value = prism::float3(color.r, color.g, color.b);
aiString diffuse_path;
if(aiReturn_SUCCESS == aiGetMaterialTexture(sc->mMaterials[i], aiTextureType_DIFFUSE, 0, &diffuse_path)) {
if (aiReturn_SUCCESS == aiGetMaterialTexture(sc->mMaterials[i], aiTextureType_DIFFUSE, 0, &diffuse_path)) {
mat.colorProperty.type = DataType::AssetTexture;
mat.colorProperty.value_tex.handle = new Texture();
mat.colorProperty.value_tex->path = std::string("textures/") + diffuse_path.C_Str();
@ -448,7 +443,7 @@ void ModelEditor::compile_model(std::string compiled_model_path) {
}
aiString normal_path;
if(aiReturn_SUCCESS == aiGetMaterialTexture(sc->mMaterials[i], aiTextureType_NORMALS, 0, &normal_path)) {
if (aiReturn_SUCCESS == aiGetMaterialTexture(sc->mMaterials[i], aiTextureType_NORMALS, 0, &normal_path)) {
mat.normalProperty.type = DataType::AssetTexture;
mat.normalProperty.value_tex.handle = new Texture();
mat.normalProperty.value_tex->path = std::string("textures/") + normal_path.C_Str();
@ -459,12 +454,12 @@ void ModelEditor::compile_model(std::string compiled_model_path) {
}
}
if(flags.export_animations) {
for(auto i = 0; i < sc->mNumAnimations; i++) {
if (flags.export_animations) {
for (auto i = 0; i < sc->mNumAnimations; i++) {
const aiAnimation* animation = sc->mAnimations[i];
std::string animName = animation->mName.C_Str();
if(animName.length() == 0)
if (animName.length() == 0)
animName = "default";
std::string finalName = (name + animName + ".anim");
@ -478,16 +473,19 @@ void ModelEditor::compile_model(std::string compiled_model_path) {
fwrite(&animation->mNumChannels, sizeof(unsigned int), 1, file);
for(auto j = 0; j < animation->mNumChannels; j++) {
for (auto j = 0; j < animation->mNumChannels; j++) {
const aiNodeAnim* channel = animation->mChannels[j];
write_string(file, channel->mNodeName);
fwrite(&channel->mNumPositionKeys, sizeof(unsigned int), 1, file);
for(auto k = 0; k < channel->mNumPositionKeys; k++) {
for (auto k = 0; k < channel->mNumPositionKeys; k++) {
PositionKeyFrame key;
key.value = prism::float3(channel->mPositionKeys[k].mValue.x, channel->mPositionKeys[k].mValue.y, channel->mPositionKeys[k].mValue.z);
key.value = prism::float3(
channel->mPositionKeys[k].mValue.x,
channel->mPositionKeys[k].mValue.y,
channel->mPositionKeys[k].mValue.z);
key.time = channel->mPositionKeys[k].mTime;
fwrite(&key, sizeof(PositionKeyFrame), 1, file);
@ -495,9 +493,13 @@ void ModelEditor::compile_model(std::string compiled_model_path) {
fwrite(&channel->mNumRotationKeys, sizeof(unsigned int), 1, file);
for(auto k = 0; k < channel->mNumRotationKeys; k++) {
for (auto k = 0; k < channel->mNumRotationKeys; k++) {
RotationKeyFrame key;
key.value = Quaternion(channel->mRotationKeys[k].mValue.x, channel->mRotationKeys[k].mValue.y, channel->mRotationKeys[k].mValue.z, channel->mRotationKeys[k].mValue.w);
key.value = Quaternion(
channel->mRotationKeys[k].mValue.x,
channel->mRotationKeys[k].mValue.y,
channel->mRotationKeys[k].mValue.z,
channel->mRotationKeys[k].mValue.w);
key.time = channel->mRotationKeys[k].mTime;
fwrite(&key, sizeof(RotationKeyFrame), 1, file);
@ -505,9 +507,12 @@ void ModelEditor::compile_model(std::string compiled_model_path) {
fwrite(&channel->mNumScalingKeys, sizeof(unsigned int), 1, file);
for(auto k = 0; k < channel->mNumScalingKeys; k++) {
for (auto k = 0; k < channel->mNumScalingKeys; k++) {
ScaleKeyFrame key;
key.value = prism::float3(channel->mScalingKeys[k].mValue.x, channel->mScalingKeys[k].mValue.y, channel->mScalingKeys[k].mValue.z);
key.value = prism::float3(
channel->mScalingKeys[k].mValue.x,
channel->mScalingKeys[k].mValue.y,
channel->mScalingKeys[k].mValue.z);
key.time = channel->mScalingKeys[k].mTime;
fwrite(&key, sizeof(ScaleKeyFrame), 1, file);
@ -523,31 +528,35 @@ void ModelEditor::drawUI() {
auto viewport = ImGui::GetMainViewport();
ImGui::Begin("mcompile", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDecoration);
ImGui::Begin(
"mcompile", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDecoration);
ImGui::SetWindowPos(viewport->Pos, ImGuiCond_Always);
ImGui::SetWindowSize(viewport->Size, ImGuiCond_Always);
if(ImGui::Button("Open model to compile...")) {
if (ImGui::Button("Open model to compile...")) {
engine->get_imgui().open_dialog(true, [this](std::string path) {
model_path = path;
});
}
if(ImGui::Button("Open data path...")) {
engine->get_imgui().open_dialog(true, [this](std::string path) {
data_path = path;
}, true);
if (ImGui::Button("Open data path...")) {
engine->get_imgui().open_dialog(
true,
[this](std::string path) {
data_path = path;
},
true);
}
ImGui::Checkbox("Compile as static (remove transforms)", &flags.compile_static);
ImGui::Checkbox("Export materials", &flags.export_materials);
ImGui::Checkbox("Export animations", &flags.export_animations);
if(!model_path.empty() && !data_path.empty()) {
if (!model_path.empty() && !data_path.empty()) {
ImGui::Text("%s will be compiled for data path %s", model_path.c_str(), data_path.c_str());
if(ImGui::Button("Compile")) {
if (ImGui::Button("Compile")) {
auto name = model_path.substr(model_path.find_last_of("/") + 1, model_path.length());
name = name.substr(0, name.find_last_of("."));
compile_model(data_path + "/models/" + name + ".model");

View file

@ -1,8 +1,8 @@
add_executable(ShaderCompilerTool main.cpp)
target_link_libraries(ShaderCompilerTool
PRIVATE
ShaderCompiler
Log
Utility)
PRIVATE
ShaderCompiler
Log
Utility)
set_engine_properties(ShaderCompilerTool)
set_output_dir(ShaderCompilerTool)

View file

@ -36,10 +36,10 @@
#pragma once
#include <vector>
#include <string>
#include <fstream>
#include <algorithm>
#include <fstream>
#include <string>
#include <vector>
#include <glslang/Public/ShaderLang.h>
@ -48,19 +48,15 @@
// Can be overridden to customize.
class DirStackFileIncluder : public glslang::TShader::Includer {
public:
DirStackFileIncluder() : externalLocalDirectoryCount(0) { }
DirStackFileIncluder() : externalLocalDirectoryCount(0) {}
virtual IncludeResult* includeLocal(const char* headerName,
const char* includerName,
size_t inclusionDepth) override
{
virtual IncludeResult*
includeLocal(const char* headerName, const char* includerName, size_t inclusionDepth) override {
return readLocalPath(headerName, includerName, (int)inclusionDepth);
}
virtual IncludeResult* includeSystem(const char* headerName,
const char* /*includerName*/,
size_t /*inclusionDepth*/) override
{
virtual IncludeResult*
includeSystem(const char* headerName, const char* /*includerName*/, size_t /*inclusionDepth*/) override {
return readSystemPath(headerName);
}
@ -70,21 +66,19 @@ public:
// is checked.
// - This only applies to the "local" form of #include.
// - Makes its own copy of the path.
virtual void pushExternalLocalDirectory(const std::string& dir)
{
virtual void pushExternalLocalDirectory(const std::string& dir) {
directoryStack.push_back(dir);
externalLocalDirectoryCount = (int)directoryStack.size();
}
virtual void releaseInclude(IncludeResult* result) override
{
virtual void releaseInclude(IncludeResult* result) override {
if (result != nullptr) {
delete [] static_cast<tUserDataElement*>(result->userData);
delete[] static_cast<tUserDataElement*>(result->userData);
delete result;
}
}
virtual ~DirStackFileIncluder() override { }
virtual ~DirStackFileIncluder() override {}
protected:
typedef char tUserDataElement;
@ -93,8 +87,7 @@ protected:
// Search for a valid "local" path based on combining the stack of include
// directories and the nominal name of the header.
virtual IncludeResult* readLocalPath(const char* headerName, const char* includerName, int depth)
{
virtual IncludeResult* readLocalPath(const char* headerName, const char* includerName, int depth) {
// Discard popped include directories, and
// initialize when at parse-time first level.
directoryStack.resize(depth + externalLocalDirectoryCount);
@ -117,15 +110,13 @@ protected:
// Search for a valid <system> path.
// Not implemented yet; returning nullptr signals failure to find.
virtual IncludeResult* readSystemPath(const char* /*headerName*/) const
{
virtual IncludeResult* readSystemPath(const char* /*headerName*/) const {
return nullptr;
}
// Do actual reading of the file, filling in a new include result.
virtual IncludeResult* newIncludeResult(const std::string& path, std::ifstream& file, int length) const
{
char* content = new tUserDataElement [length];
virtual IncludeResult* newIncludeResult(const std::string& path, std::ifstream& file, int length) const {
char* content = new tUserDataElement[length];
file.seekg(0, file.beg);
file.read(content, length);
return new IncludeResult(path, content, length, content);
@ -133,8 +124,7 @@ protected:
// If no path markers, return current working directory.
// Otherwise, strip file name and return path leading up to it.
virtual std::string getDirectory(const std::string path) const
{
virtual std::string getDirectory(const std::string path) const {
size_t last = path.find_last_of("/\\");
return last == std::string::npos ? "." : path.substr(0, last);
}

View file

@ -1,8 +1,8 @@
#include <sstream>
#include <filesystem>
#include <sstream>
#include "shadercompiler.hpp"
#include "log.hpp"
#include "shadercompiler.hpp"
#include "string_utils.hpp"
bool has_extension(const std::filesystem::path& path, const std::string_view extension) {
@ -10,11 +10,11 @@ bool has_extension(const std::filesystem::path& path, const std::string_view ext
}
int main(int argc, char* argv[]) {
if(argc < 2) {
if (argc < 2) {
prism::log("Not enough arguments!");
return -1;
}
shader_compiler.set_include_path(std::filesystem::current_path().string());
std::filesystem::path source_path = argv[1];
@ -22,75 +22,70 @@ int main(int argc, char* argv[]) {
ShaderLanguage language = ShaderLanguage::SPIRV;
std::string_view shader_language_string = argv[3];
if(shader_language_string == "spv") {
if (shader_language_string == "spv") {
language = ShaderLanguage::SPIRV;
} else if(shader_language_string == "msl") {
} else if (shader_language_string == "msl") {
language = ShaderLanguage::MSL;
} else if(shader_language_string == "glsl") {
} else if (shader_language_string == "glsl") {
language = ShaderLanguage::GLSL;
} else if(shader_language_string == "hlsl") {
} else if (shader_language_string == "hlsl") {
language = ShaderLanguage::HLSL;
}
CompileOptions options;
std::string_view extra_options = argc > 4 ? argv[4] : "";
if(extra_options == "mobile")
if (extra_options == "mobile")
options.is_apple_mobile = true;
std::ifstream t(source_path);
std::stringstream buffer;
buffer << t.rdbuf();
if(has_extension(source_path, "nocompile")) {
if (has_extension(source_path, "nocompile")) {
destination_path = remove_substring(destination_path.string(), ".nocompile"); // remove extension
std::ofstream out(destination_path);
out << buffer.rdbuf();
} else {
ShaderStage stage = ShaderStage::Vertex;
if(has_extension(source_path, ".vert"))
if (has_extension(source_path, ".vert"))
stage = ShaderStage::Vertex;
else if(has_extension(source_path, ".frag"))
else if (has_extension(source_path, ".frag"))
stage = ShaderStage::Fragment;
else if(has_extension(source_path, ".comp"))
else if (has_extension(source_path, ".comp"))
stage = ShaderStage::Compute;
const auto compiled_source = shader_compiler.compile(ShaderLanguage::GLSL, stage, ShaderSource(buffer.str()), language, options);
if(!compiled_source.has_value()) {
const auto compiled_source =
shader_compiler.compile(ShaderLanguage::GLSL, stage, ShaderSource(buffer.str()), language, options);
if (!compiled_source.has_value()) {
prism::log("Error when compiling {}!", source_path.string());
return -1;
}
switch(language) {
switch (language) {
// right now, WGSL is outputted as SPIR-V with some WGSL compatibility stuff included
case ShaderLanguage::SPIRV:
{
case ShaderLanguage::SPIRV: {
const auto spirv = compiled_source->as_bytecode();
std::ofstream out(destination_path, std::ios::binary); // remove .glsl
out.write((char*)spirv.data(), spirv.size() * sizeof(uint32_t));
}
break;
case ShaderLanguage::MSL:
{
} break;
case ShaderLanguage::MSL: {
std::ofstream out(destination_path); // remove .glsl
out << compiled_source->as_string();
}
break;
case ShaderLanguage::HLSL:
{
} break;
case ShaderLanguage::HLSL: {
std::ofstream out(destination_path); // remove .glsl
out << compiled_source->as_string();
}
break;
} break;
default:
break;
}
}
// TODO: output disabled for now, will have to expose in a better arg system
//prism::log::info(System::Core, "Successfully written shader from {} to {}.", source_path, destination_path);
// prism::log::info(System::Core, "Successfully written shader from {} to {}.", source_path, destination_path);
return 0;
}