添加鼠标点击实体事件,添加spirv着色器系统
This commit is contained in:
@ -17,7 +17,9 @@ set(PROJECT_NAME "${PROJECT_NAME}-Editor")
|
||||
project(${PROJECT_NAME})
|
||||
file(GLOB_RECURSE SOURCES
|
||||
src/SandboxApp.cpp
|
||||
src/Editor/**.cpp)
|
||||
src/Editor/**.cpp
|
||||
src/logo/logo.rc
|
||||
)
|
||||
|
||||
add_executable(${PROJECT_NAME} ${SOURCES})
|
||||
|
||||
|
||||
@ -6,12 +6,13 @@
|
||||
layout(location = 0) in vec3 a_Position;
|
||||
layout(location = 1) in vec2 a_TexCoord;
|
||||
|
||||
uniform mat4 u_ViewProjection;
|
||||
uniform mat4 u_Transform;
|
||||
|
||||
layout(std140, binding = 0) uniform Camera
|
||||
{
|
||||
mat4 u_ViewProjection;
|
||||
};
|
||||
|
||||
void main() {
|
||||
gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0f);
|
||||
gl_Position = u_ViewProjection * vec4(a_Position, 1.0f);
|
||||
}
|
||||
|
||||
#type fragment
|
||||
@ -19,8 +20,7 @@ void main() {
|
||||
|
||||
layout(location = 0) out vec4 color;
|
||||
|
||||
uniform vec4 u_Color;
|
||||
|
||||
void main() {
|
||||
color = u_Color;
|
||||
color = vec4(1.0f, 0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
@ -1,5 +1,7 @@
|
||||
// Basic Texture Shader
|
||||
|
||||
#type vertex
|
||||
#version 460 core
|
||||
#version 450 core
|
||||
|
||||
layout(location = 0) in vec3 a_Position;
|
||||
layout(location = 1) in vec4 a_Color;
|
||||
@ -8,43 +10,55 @@ layout(location = 3) in float a_TexIndex;
|
||||
layout(location = 4) in float a_TilingFactor;
|
||||
layout(location = 5) in int a_EntityID;
|
||||
|
||||
uniform mat4 u_ViewProjection;
|
||||
//uniform mat4 u_Transform;
|
||||
layout(std140, binding = 0) uniform Camera
|
||||
{
|
||||
mat4 u_ViewProjection;
|
||||
};
|
||||
|
||||
out vec2 v_TexCoord;
|
||||
out vec4 v_Color;
|
||||
out flat float v_TexIndex;
|
||||
out float v_TilingFactor;
|
||||
out flat int v_EntityID;
|
||||
struct VertexOutput
|
||||
{
|
||||
vec4 Color;
|
||||
vec2 TexCoord;
|
||||
float TilingFactor;
|
||||
};
|
||||
|
||||
void main() {
|
||||
v_TexCoord = a_TexCoord;
|
||||
v_Color = a_Color;
|
||||
layout (location = 0) out VertexOutput Output;
|
||||
layout (location = 3) out flat float v_TexIndex;
|
||||
layout (location = 4) out flat int v_EntityID;
|
||||
|
||||
void main()
|
||||
{
|
||||
Output.Color = a_Color;
|
||||
Output.TexCoord = a_TexCoord;
|
||||
Output.TilingFactor = a_TilingFactor;
|
||||
v_TexIndex = a_TexIndex;
|
||||
v_TilingFactor = a_TilingFactor;
|
||||
v_EntityID = a_EntityID;
|
||||
|
||||
gl_Position = u_ViewProjection * vec4(a_Position, 1.0f);
|
||||
gl_Position = u_ViewProjection * vec4(a_Position, 1.0);
|
||||
}
|
||||
|
||||
#type fragment
|
||||
#version 460 core
|
||||
#version 450 core
|
||||
|
||||
layout(location = 0) out vec4 color;
|
||||
layout(location = 1) out int color2;
|
||||
layout(location = 0) out vec4 o_Color;
|
||||
layout(location = 1) out int o_EntityID;
|
||||
|
||||
in vec2 v_TexCoord;
|
||||
in vec4 v_Color;
|
||||
in flat float v_TexIndex;
|
||||
in float v_TilingFactor;
|
||||
in flat int v_EntityID;
|
||||
struct VertexOutput
|
||||
{
|
||||
vec4 Color;
|
||||
vec2 TexCoord;
|
||||
float TilingFactor;
|
||||
};
|
||||
|
||||
uniform vec4 u_Color;
|
||||
uniform sampler2D u_Textures[32];
|
||||
layout (location = 0) in VertexOutput Input;
|
||||
layout (location = 3) in flat float v_TexIndex;
|
||||
layout (location = 4) in flat int v_EntityID;
|
||||
|
||||
void main() {
|
||||
layout (binding = 0) uniform sampler2D u_Textures[32];
|
||||
|
||||
color = texture(u_Textures[int(v_TexIndex)], v_TexCoord * v_TilingFactor) * v_Color;
|
||||
// color = v_Color;
|
||||
color2 = v_EntityID;
|
||||
void main()
|
||||
{
|
||||
o_Color = texture(u_Textures[int(v_TexIndex)], Input.TexCoord * Input.TilingFactor) * Input.Color;
|
||||
|
||||
o_EntityID = v_EntityID;
|
||||
}
|
||||
|
||||
104
Sandbox/assets/shaders/quad.glsl
Normal file
104
Sandbox/assets/shaders/quad.glsl
Normal file
@ -0,0 +1,104 @@
|
||||
// Basic Texture Shader
|
||||
|
||||
#type vertex
|
||||
#version 450 core
|
||||
|
||||
layout(location = 0) in vec3 a_Position;
|
||||
layout(location = 1) in vec4 a_Color;
|
||||
layout(location = 2) in vec2 a_TexCoord;
|
||||
layout(location = 3) in float a_TexIndex;
|
||||
layout(location = 4) in float a_TilingFactor;
|
||||
layout(location = 5) in int a_EntityID;
|
||||
|
||||
layout(std140, binding = 0) uniform Camera
|
||||
{
|
||||
mat4 u_ViewProjection;
|
||||
};
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
vec4 Color;
|
||||
vec2 TexCoord;
|
||||
float TilingFactor;
|
||||
};
|
||||
|
||||
layout (location = 0) out VertexOutput Output;
|
||||
layout (location = 3) out flat float v_TexIndex;
|
||||
layout (location = 4) out flat int v_EntityID;
|
||||
|
||||
void main()
|
||||
{
|
||||
Output.Color = a_Color;
|
||||
Output.TexCoord = a_TexCoord;
|
||||
Output.TilingFactor = a_TilingFactor;
|
||||
v_TexIndex = a_TexIndex;
|
||||
v_EntityID = a_EntityID;
|
||||
|
||||
gl_Position = u_ViewProjection * vec4(a_Position, 1.0);
|
||||
}
|
||||
|
||||
#type fragment
|
||||
#version 450 core
|
||||
|
||||
layout(location = 0) out vec4 o_Color;
|
||||
layout(location = 1) out int o_EntityID;
|
||||
|
||||
struct VertexOutput
|
||||
{
|
||||
vec4 Color;
|
||||
vec2 TexCoord;
|
||||
float TilingFactor;
|
||||
};
|
||||
|
||||
layout (location = 0) in VertexOutput Input;
|
||||
layout (location = 3) in flat float v_TexIndex;
|
||||
layout (location = 4) in flat int v_EntityID;
|
||||
|
||||
layout (binding = 0) uniform sampler2D u_Textures[32];
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texColor = Input.Color;
|
||||
|
||||
switch(int(v_TexIndex))
|
||||
{
|
||||
case 0: texColor *= texture(u_Textures[ 0], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 1: texColor *= texture(u_Textures[ 1], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 2: texColor *= texture(u_Textures[ 2], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 3: texColor *= texture(u_Textures[ 3], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 4: texColor *= texture(u_Textures[ 4], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 5: texColor *= texture(u_Textures[ 5], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 6: texColor *= texture(u_Textures[ 6], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 7: texColor *= texture(u_Textures[ 7], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 8: texColor *= texture(u_Textures[ 8], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 9: texColor *= texture(u_Textures[ 9], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 10: texColor *= texture(u_Textures[10], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 11: texColor *= texture(u_Textures[11], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 12: texColor *= texture(u_Textures[12], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 13: texColor *= texture(u_Textures[13], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 14: texColor *= texture(u_Textures[14], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 15: texColor *= texture(u_Textures[15], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 16: texColor *= texture(u_Textures[16], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 17: texColor *= texture(u_Textures[17], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 18: texColor *= texture(u_Textures[18], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 19: texColor *= texture(u_Textures[19], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 20: texColor *= texture(u_Textures[20], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 21: texColor *= texture(u_Textures[21], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 22: texColor *= texture(u_Textures[22], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 23: texColor *= texture(u_Textures[23], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 24: texColor *= texture(u_Textures[24], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 25: texColor *= texture(u_Textures[25], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 26: texColor *= texture(u_Textures[26], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 27: texColor *= texture(u_Textures[27], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 28: texColor *= texture(u_Textures[28], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 29: texColor *= texture(u_Textures[29], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 30: texColor *= texture(u_Textures[30], Input.TexCoord * Input.TilingFactor); break;
|
||||
case 31: texColor *= texture(u_Textures[31], Input.TexCoord * Input.TilingFactor); break;
|
||||
}
|
||||
|
||||
if (texColor.a == 0.0)
|
||||
discard;
|
||||
|
||||
o_Color = texColor;
|
||||
o_EntityID = v_EntityID;
|
||||
}
|
||||
@ -63,7 +63,7 @@ namespace Hazel
|
||||
}
|
||||
|
||||
// update camera
|
||||
if (m_ViewportFocused && m_ViewportHovered)
|
||||
if (m_ViewportFocused)
|
||||
{
|
||||
m_CameraController.OnUpdate(ts);
|
||||
m_EditorCamera.OnUpdate(ts);
|
||||
@ -284,10 +284,9 @@ namespace Hazel
|
||||
snapValue = 0.25f;
|
||||
|
||||
float snapValues[3] = {snapValue, snapValue, snapValue};
|
||||
|
||||
if (ImGuizmo::Manipulate(glm::value_ptr(cameraView), glm::value_ptr(cameraProjection),
|
||||
ImGuizmo::OPERATION(m_GizmoType), ImGuizmo::LOCAL,
|
||||
glm::value_ptr(transform), nullptr, snap ? snapValues : nullptr))
|
||||
glm::value_ptr(transform), nullptr, snap ? snapValues : nullptr) && !Input::IsKeyPressed(SDL_SCANCODE_LALT))
|
||||
{
|
||||
if (ImGuizmo::IsUsing())
|
||||
{
|
||||
@ -352,11 +351,13 @@ namespace Hazel
|
||||
|
||||
void EditorLayer::OnEvent(SDL_Event& e)
|
||||
{
|
||||
if (m_ViewportFocused && m_ViewportHovered)
|
||||
if (m_ViewportFocused)
|
||||
{
|
||||
m_CameraController.OnEvent(e);
|
||||
m_EditorCamera.OnEvent(e);
|
||||
}
|
||||
if (e.button.clicks && m_ViewportHovered && !ImGuizmo::IsOver() && Input::IsMouseButtonPressed(SDL_BUTTON_LEFT) && !Input::IsKeyPressed(SDL_SCANCODE_LALT))
|
||||
m_SceneHierachyPanel.SetSelectedEntity(m_HoveredEntity);
|
||||
|
||||
#define SHORTCUT_NEW (SDL_KMOD_CTRL | SDLK_N)
|
||||
#define SHORTCUT_OPEN (SDL_KMOD_CTRL | SDLK_O)
|
||||
|
||||
@ -338,4 +338,9 @@ namespace Hazel
|
||||
ImGui::ColorEdit4("Color", glm::value_ptr(component.Color));
|
||||
});
|
||||
}
|
||||
|
||||
void SceneHierachyPanel::SetSelectedEntity(const Entity entity)
|
||||
{
|
||||
m_SelectionContext = entity;
|
||||
}
|
||||
}
|
||||
|
||||
@ -20,6 +20,7 @@ namespace Hazel
|
||||
void OnImGuiRender();
|
||||
|
||||
void DrawComponents(Entity entity);
|
||||
void SetSelectedEntity(const Entity entity);
|
||||
|
||||
Entity GetSelectedEntity() const { return m_SelectionContext; }
|
||||
private:
|
||||
|
||||
Reference in New Issue
Block a user