add Console panel; fix the problem when cs set Rotation the direction not update; fix some little bug; add simple texture material Edit system;some treaks
This commit is contained in:
@ -19,6 +19,7 @@
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#include "Prism/Physics/Physics3D.h"
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#include "Prism/Renderer/Renderer2D.h"
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#include "Prism/Script/ScriptEngine.h"
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#include "Prism/Script/ScriptWrappers.h"
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namespace Prism
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{
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@ -56,6 +57,12 @@ namespace Prism
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AssetEditorPanel::RegisterDefaultEditors();
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FileSystem::StartWatching();
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m_ConsolePanel = CreateScope<ConsolePanel>();
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Script::SetLogCallback([this](const std::string& message)
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{
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if (m_ConsolePanel)
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m_ConsolePanel->AddMessage(message, ImVec4(1,1,1,1));
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});
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}
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void EditorLayer::OnDetach()
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@ -147,6 +154,18 @@ namespace Prism
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}
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}
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if (m_SceneState == SceneState::Play)
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{
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if (Input::GetCursorMode() != CursorMode::Normal)
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{
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if (Input::IsKeyPressed(KeyCode::LEFT_CONTROL) && Input::IsKeyPressed(KeyCode::LEFT_ALT) && Input::IsKeyPressed(KeyCode::GRAVE_ACCENT))
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{
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Input::SetCursorMode(CursorMode::Normal);
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}
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}
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}
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}
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void EditorLayer::OnImGuiRender()
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@ -278,8 +297,9 @@ namespace Prism
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Entity selectedEntity = m_SelectionContext.front().Entity;
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if (selectedEntity.HasComponent<MeshComponent>())
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{
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Ref<Mesh> mesh = selectedEntity.GetComponent<MeshComponent>().Mesh;
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if (mesh)
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auto& meshComponent = selectedEntity.GetComponent<MeshComponent>();
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if (Ref<Mesh> mesh = meshComponent.Mesh)
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{
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auto& materials = mesh->GetMaterials();
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static uint32_t selectedMaterialIndex = 0;
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@ -307,27 +327,13 @@ namespace Prism
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}
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ImGui::EndChild();
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}
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/*
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for (uint32_t i = 0; i < materials.size(); i++)
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{
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const auto& materialInstance = materials[i];
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ImGuiTreeNodeFlags node_flags = (selectedMaterialIndex == i ? ImGuiTreeNodeFlags_Selected : 0) | ImGuiTreeNodeFlags_Leaf;
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bool opened = ImGui::TreeNodeEx((void*)(&materialInstance), node_flags, "%s", materialInstance->GetName().c_str());
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if (ImGui::IsItemClicked())
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{
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selectedMaterialIndex = i;
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}
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if (opened)
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ImGui::TreePop();
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}
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*/
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ImGui::Separator();
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if (selectedMaterialIndex < materials.size())
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{
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bool shouldUpdate = false;
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auto& materialInstance = materials[selectedMaterialIndex];
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ImGui::Text("Shader: %s", materialInstance->GetShader()->GetName().c_str());
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// Textures ------------------------------------------------------------------------------
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@ -342,6 +348,21 @@ namespace Prism
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Ref<Texture2D> albedoMap = materialInstance->TryGetResource<Texture2D>("u_AlbedoTexture");
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ImGui::Image(albedoMap ? (ImTextureRef)albedoMap->GetRendererID() : (ImTextureRef)m_CheckerboardTex->GetRendererID(), ImVec2(64, 64));
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if (ImGui::BeginDragDropTarget())
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{
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if (const auto data = ImGui::AcceptDragDropPayload("asset_payload"))
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{
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AssetHandle assetHandle = *(AssetHandle*)data->Data;
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if (AssetsManager::IsAssetType(assetHandle, AssetType::Texture))
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{
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albedoMap = AssetsManager::GetAsset<Texture2D>(assetHandle);
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shouldUpdate = true;
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}
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}
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ImGui::EndDragDropTarget();
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}
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ImGui::PopStyleVar();
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if (ImGui::IsItemHovered())
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{
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@ -354,28 +375,23 @@ namespace Prism
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ImGui::Image((ImTextureRef)albedoMap->GetRendererID(), ImVec2(384, 384));
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ImGui::EndTooltip();
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}
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if (ImGui::IsItemClicked())
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{
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if (std::string filename = FileSystem::OpenFileSelector("*.png;*.tga;*.jpg;*.jpeg"); !filename.empty())
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{
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albedoMap = Texture2D::Create(filename, true/*m_AlbedoInput.SRGB*/);
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materialInstance->Set("u_AlbedoTexture", albedoMap);
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}
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}
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}
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ImGui::SameLine();
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ImGui::BeginGroup();
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if (ImGui::Checkbox("Use##AlbedoMap", &useAlbedoMap))
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materialInstance->Set<float>("u_AlbedoTexToggle", useAlbedoMap ? 1.0f : 0.0f);
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/*if (ImGui::Checkbox("sRGB##AlbedoMap", &m_AlbedoInput.SRGB))
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{
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if (m_AlbedoInput.TextureMap)
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m_AlbedoInput.TextureMap = Texture2D::Create(m_AlbedoInput.TextureMap->GetPath(), m_AlbedoInput.SRGB);
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}*/
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materialInstance->Set<float>("u_AlbedoTexToggle", useAlbedoMap ? 1.0f : 0.0f);
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shouldUpdate = true;
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}
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ImGui::EndGroup();
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ImGui::SameLine();
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ImGui::ColorEdit3("Color##Albedo", glm::value_ptr(albedoColor), ImGuiColorEditFlags_NoInputs);
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if (ImGui::ColorEdit3("Color##Albedo", glm::value_ptr(albedoColor), ImGuiColorEditFlags_NoInputs))
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{
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meshComponent.UpdateMaterials(selectedMaterialIndex);
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shouldUpdate = true;
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}
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}
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}
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{
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@ -388,6 +404,21 @@ namespace Prism
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Ref<Texture2D> normalMap = materialInstance->TryGetResource<Texture2D>("u_NormalTexture");
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ImGui::Image(normalMap ? (ImTextureRef)normalMap->GetRendererID() : (ImTextureRef)m_CheckerboardTex->GetRendererID(), ImVec2(64, 64));
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if (ImGui::BeginDragDropTarget())
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{
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if (const auto data = ImGui::AcceptDragDropPayload("asset_payload"))
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{
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AssetHandle assetHandle = *(AssetHandle*)data->Data;
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if (AssetsManager::IsAssetType(assetHandle, AssetType::Texture))
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{
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normalMap = AssetsManager::GetAsset<Texture2D>(assetHandle);
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shouldUpdate = true;
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}
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}
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ImGui::EndDragDropTarget();
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}
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ImGui::PopStyleVar();
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if (ImGui::IsItemHovered())
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{
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@ -406,12 +437,16 @@ namespace Prism
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{
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normalMap = Texture2D::Create(filename);
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materialInstance->Set("u_NormalTexture", normalMap);
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shouldUpdate = true;
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}
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}
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}
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ImGui::SameLine();
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if (ImGui::Checkbox("Use##NormalMap", &useNormalMap))
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{
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materialInstance->Set<float>("u_NormalTexToggle", useNormalMap ? 1.0f : 0.0f);
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shouldUpdate = true;
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}
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}
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}
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{
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@ -425,6 +460,21 @@ namespace Prism
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Ref<Texture2D> metalnessMap = materialInstance->TryGetResource<Texture2D>("u_MetalnessTexture");
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ImGui::Image(metalnessMap ? (ImTextureRef)metalnessMap->GetRendererID() : (ImTextureRef)m_CheckerboardTex->GetRendererID(), ImVec2(64, 64));
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if (ImGui::BeginDragDropTarget())
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{
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if (const auto data = ImGui::AcceptDragDropPayload("asset_payload"))
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{
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AssetHandle assetHandle = *(AssetHandle*)data->Data;
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if (AssetsManager::IsAssetType(assetHandle, AssetType::Texture))
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{
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metalnessMap = AssetsManager::GetAsset<Texture2D>(assetHandle);
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shouldUpdate = true;
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}
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}
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ImGui::EndDragDropTarget();
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}
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ImGui::PopStyleVar();
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if (ImGui::IsItemHovered())
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{
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@ -437,20 +487,18 @@ namespace Prism
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ImGui::Image((ImTextureRef)metalnessMap->GetRendererID(), ImVec2(384, 384));
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ImGui::EndTooltip();
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}
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if (ImGui::IsItemClicked())
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{
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if (std::string filename = FileSystem::OpenFileSelector("*.png;*.tga;*.jpg;*.jpeg"); !filename.empty())
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{
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metalnessMap = Texture2D::Create(filename);
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materialInstance->Set("u_MetalnessTexture", metalnessMap);
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}
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}
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}
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ImGui::SameLine();
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if (ImGui::Checkbox("Use##MetalnessMap", &useMetalnessMap))
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{
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materialInstance->Set<float>("u_MetalnessTexToggle", useMetalnessMap ? 1.0f : 0.0f);
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shouldUpdate = true;
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}
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ImGui::SameLine();
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ImGui::SliderFloat("Value##MetalnessInput", &metalnessValue, 0.0f, 1.0f);
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if (ImGui::SliderFloat("Value##MetalnessInput", &metalnessValue, 0.0f, 1.0f))
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{
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shouldUpdate = true;
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}
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}
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}
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{
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@ -463,6 +511,20 @@ namespace Prism
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Ref<Texture2D> roughnessMap = materialInstance->TryGetResource<Texture2D>("u_RoughnessTexture");
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ImGui::Image(roughnessMap ? (ImTextureRef)roughnessMap->GetRendererID() : (ImTextureRef)m_CheckerboardTex->GetRendererID(), ImVec2(64, 64));
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if (ImGui::BeginDragDropTarget())
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{
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if (const auto data = ImGui::AcceptDragDropPayload("asset_payload"))
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{
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AssetHandle assetHandle = *(AssetHandle*)data->Data;
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if (AssetsManager::IsAssetType(assetHandle, AssetType::Texture))
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{
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roughnessMap = AssetsManager::GetAsset<Texture2D>(assetHandle);
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shouldUpdate = true;
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}
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}
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ImGui::EndDragDropTarget();
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}
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ImGui::PopStyleVar();
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if (ImGui::IsItemHovered())
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{
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@ -475,22 +537,21 @@ namespace Prism
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ImGui::Image((ImTextureRef)roughnessMap->GetRendererID(), ImVec2(384, 384));
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ImGui::EndTooltip();
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}
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if (ImGui::IsItemClicked())
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{
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if (std::string filename = FileSystem::OpenFileSelector("*.png;*.tga;*.jpg;*.jpeg"); !filename.empty())
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{
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roughnessMap = Texture2D::Create(filename);
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materialInstance->Set("u_RoughnessTexture", roughnessMap);
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}
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}
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}
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ImGui::SameLine();
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if (ImGui::Checkbox("Use##RoughnessMap", &useRoughnessMap))
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{
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materialInstance->Set<float>("u_RoughnessTexToggle", useRoughnessMap ? 1.0f : 0.0f);
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shouldUpdate = true;
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}
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ImGui::SameLine();
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ImGui::SliderFloat("Value##RoughnessInput", &roughnessValue, 0.0f, 1.0f);
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if (ImGui::SliderFloat("Value##RoughnessInput", &roughnessValue, 0.0f, 1.0f))
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{
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shouldUpdate = true;
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}
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}
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}
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if (shouldUpdate) meshComponent.UpdateMaterials(selectedMaterialIndex);
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}
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}
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}
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@ -508,7 +569,8 @@ namespace Prism
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m_ObjectsPanel->OnImGuiRender();
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m_SceneHierarchyPanel->OnImGuiRender();
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m_EditorCamera.OnImGuiRender();
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// m_EditorCamera.OnImGuiRender();
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m_ConsolePanel->OnImGuiRender();
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// Editor Panel ------------------------------------------------------------------------------
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ImGui::Begin("Environment");
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@ -5,6 +5,7 @@
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#ifndef EDITORLAYER_H
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#define EDITORLAYER_H
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#include "Panels/ConsolePanel.h"
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#include "Prism.h"
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#include "Prism/Editor/ContentBrowserPanel.h"
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#include "Prism/Editor/ObjectsPanel.h"
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@ -150,6 +151,9 @@ namespace Prism
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Edit = 0, Play = 1, Pause = 2
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};
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SceneState m_SceneState = SceneState::Edit;
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private:
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Scope<ConsolePanel> m_ConsolePanel;
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};
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}
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66
Editor/Editor/Panels/ConsolePanel.cpp
Normal file
66
Editor/Editor/Panels/ConsolePanel.cpp
Normal file
@ -0,0 +1,66 @@
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//
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// Created by Atdunbg on 2026/3/26.
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//
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#include "ConsolePanel.h"
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namespace Prism
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{
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ConsolePanel::ConsolePanel()
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{
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// 预留一些空间
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m_Messages.reserve(1000);
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}
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void ConsolePanel::OnImGuiRender()
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{
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ImGui::Begin("Console");
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// 工具栏
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if (ImGui::Button("Clear"))
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{
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std::lock_guard<std::mutex> lock(m_Mutex);
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m_Messages.clear();
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}
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ImGui::SameLine();
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ImGui::Checkbox("Auto-scroll", &m_AutoScroll);
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ImGui::SameLine();
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m_Filter.Draw("Filter", 200);
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// 消息列表区域
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ImGui::BeginChild("ScrollingRegion", ImVec2(0, 0), ImGuiChildFlags_Borders, ImGuiWindowFlags_HorizontalScrollbar);
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{
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std::lock_guard<std::mutex> lock(m_Mutex);
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for (const auto& [msg, color] : m_Messages)
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{
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if (m_Filter.PassFilter(msg.c_str()))
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{
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ImGui::PushStyleColor(ImGuiCol_Text, color);
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ImGui::TextUnformatted(msg.c_str());
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ImGui::PopStyleColor();
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}
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}
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if (m_ScrollToBottom)
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{
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ImGui::SetScrollHereY(1.0f);
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m_ScrollToBottom = false;
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}
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}
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ImGui::EndChild();
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ImGui::End();
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}
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void ConsolePanel::AddMessage(const std::string& message, ImVec4 color)
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{
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std::lock_guard<std::mutex> lock(m_Mutex);
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m_Messages.emplace_back(message, color);
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while (m_Messages.size() > 5000)
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m_Messages.erase(m_Messages.begin());
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if (m_AutoScroll && !m_ScrollToBottom)
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m_ScrollToBottom = true;
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}
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}
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31
Editor/Editor/Panels/ConsolePanel.h
Normal file
31
Editor/Editor/Panels/ConsolePanel.h
Normal file
@ -0,0 +1,31 @@
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//
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// Created by Atdunbg on 2026/3/26.
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//
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#ifndef PRISM_CONSOLEPANEL_H
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#define PRISM_CONSOLEPANEL_H
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#include <mutex>
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#include <vector>
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#include "imgui.h"
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namespace Prism
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{
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class ConsolePanel
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{
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public:
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ConsolePanel();
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void OnImGuiRender();
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void AddMessage(const std::string& message, ImVec4 color = ImVec4(1,1,1,1));
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private:
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std::vector<std::pair<std::string, ImVec4>> m_Messages;
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ImGuiTextFilter m_Filter;
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bool m_AutoScroll = true;
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bool m_ScrollToBottom = false;
|
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std::mutex m_Mutex;
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};
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}
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#endif //PRISM_CONSOLEPANEL_H
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@ -1,6 +1,6 @@
|
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[Window][DockSpace Demo]
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Pos=0,0
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Size=2560,1566
|
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Size=1920,1080
|
||||
Collapsed=0
|
||||
|
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[Window][Debug##Default]
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@ -9,32 +9,32 @@ Size=400,400
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Collapsed=0
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||||
|
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[Window][Scene Hierarchy]
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Pos=2089,24
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||||
Size=471,563
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||||
Pos=1449,24
|
||||
Size=471,385
|
||||
Collapsed=0
|
||||
DockId=0x00000009,0
|
||||
|
||||
[Window][Properties]
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||||
Pos=2089,589
|
||||
Size=471,977
|
||||
Pos=1449,411
|
||||
Size=471,669
|
||||
Collapsed=0
|
||||
DockId=0x0000000A,0
|
||||
|
||||
[Window][Scene Renderer]
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||||
Pos=0,843
|
||||
Size=481,723
|
||||
Pos=0,585
|
||||
Size=481,495
|
||||
Collapsed=0
|
||||
DockId=0x00000006,0
|
||||
|
||||
[Window][Materials]
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||||
Pos=0,24
|
||||
Size=481,817
|
||||
Size=481,559
|
||||
Collapsed=0
|
||||
DockId=0x00000005,0
|
||||
|
||||
[Window][Script Engine Debug]
|
||||
Pos=2089,589
|
||||
Size=471,977
|
||||
Pos=1449,411
|
||||
Size=471,669
|
||||
Collapsed=0
|
||||
DockId=0x0000000A,2
|
||||
|
||||
@ -52,25 +52,25 @@ DockId=0x00000001,0
|
||||
|
||||
[Window][Viewport]
|
||||
Pos=483,58
|
||||
Size=1604,955
|
||||
Size=964,647
|
||||
Collapsed=0
|
||||
DockId=0x0000000B,0
|
||||
|
||||
[Window][Environment]
|
||||
Pos=2089,589
|
||||
Size=471,977
|
||||
Pos=1449,411
|
||||
Size=471,669
|
||||
Collapsed=0
|
||||
DockId=0x0000000A,1
|
||||
|
||||
[Window][Project]
|
||||
Pos=483,1015
|
||||
Size=1604,551
|
||||
Pos=483,707
|
||||
Size=964,373
|
||||
Collapsed=0
|
||||
DockId=0x0000000C,0
|
||||
|
||||
[Window][Objects]
|
||||
Pos=483,1015
|
||||
Size=1604,551
|
||||
Pos=483,707
|
||||
Size=964,373
|
||||
Collapsed=0
|
||||
DockId=0x0000000C,1
|
||||
|
||||
@ -81,12 +81,18 @@ Collapsed=0
|
||||
|
||||
[Window][##tool_bar]
|
||||
Pos=483,24
|
||||
Size=1604,32
|
||||
Size=964,32
|
||||
Collapsed=0
|
||||
DockId=0x00000001,0
|
||||
|
||||
[Window][Console]
|
||||
Pos=483,707
|
||||
Size=964,373
|
||||
Collapsed=0
|
||||
DockId=0x0000000C,2
|
||||
|
||||
[Docking][Data]
|
||||
DockSpace ID=0xC0DFADC4 Window=0xD0388BC8 Pos=0,58 Size=2560,1542 Split=X Selected=0x0C01D6D5
|
||||
DockSpace ID=0xC0DFADC4 Window=0xD0388BC8 Pos=268,189 Size=1920,1056 Split=X Selected=0x0C01D6D5
|
||||
DockNode ID=0x00000007 Parent=0xC0DFADC4 SizeRef=1557,1542 Split=X
|
||||
DockNode ID=0x00000003 Parent=0x00000007 SizeRef=481,1542 Split=Y Selected=0x5D711C2C
|
||||
DockNode ID=0x00000005 Parent=0x00000003 SizeRef=481,817 Selected=0x5D711C2C
|
||||
|
||||
@ -8,7 +8,9 @@ namespace FPSExample
|
||||
public float WalkingSpeed = 10.0f;
|
||||
public float RunSpeed = 20.0f;
|
||||
public float JumpForce = 50.0f;
|
||||
|
||||
|
||||
public float m_Radius = 0.5f;
|
||||
public float TorqueStrength = 10.0f;
|
||||
|
||||
[NonSerialized]
|
||||
public float MouseSensitivity = 10.0f;
|
||||
@ -68,15 +70,20 @@ namespace FPSExample
|
||||
UpdateRotation(ts);
|
||||
UpdateCameraTransform();
|
||||
}
|
||||
|
||||
void OnPhysicsUpdate(float fixedTimeStep)
|
||||
{
|
||||
UpdateMovement();
|
||||
}
|
||||
|
||||
private void UpdateRotation(float ts)
|
||||
{
|
||||
Vec2 currentMousePosition = Input.GetMousePosition();
|
||||
Vec2 delta = m_LastMousePosition - currentMousePosition;
|
||||
|
||||
float m_CurrentYMovement = delta.X * MouseSensitivity * ts;
|
||||
m_CurrentYMovement = delta.X * MouseSensitivity * ts;
|
||||
float xRotation = delta.Y * MouseSensitivity * ts;
|
||||
m_RigidBody.Rotate(new Vec3(0.0f, m_CurrentYMovement, 0.0f));
|
||||
// m_RigidBody.Rotate(new Vec3(0.0f, m_CurrentYMovement, 0.0f));
|
||||
|
||||
if (delta.X != 0 || delta.Y != 0)
|
||||
{
|
||||
@ -90,17 +97,25 @@ namespace FPSExample
|
||||
|
||||
private void UpdateMovementInput()
|
||||
{
|
||||
if (Input.IsKeyPressed(KeyCode.W))
|
||||
m_MovementDirection.Y += 1.0f;
|
||||
else if (Input.IsKeyPressed(KeyCode.S))
|
||||
if (Input.IsKeyPressed(KeyCode.W)){
|
||||
m_MovementDirection.Y -= 1.0f;
|
||||
Debug.Log("KeyPressed: W");
|
||||
}
|
||||
else if (Input.IsKeyPressed(KeyCode.S)){
|
||||
m_MovementDirection.Y += 1.0f;
|
||||
Debug.Log("KeyPressed: S");
|
||||
}
|
||||
else
|
||||
m_MovementDirection.Y = 0.0f;
|
||||
|
||||
if(Input.IsKeyPressed(KeyCode.A))
|
||||
m_MovementDirection.X -= 1.0f;
|
||||
else if (Input.IsKeyPressed(KeyCode.D))
|
||||
if(Input.IsKeyPressed(KeyCode.A)){
|
||||
m_MovementDirection.X += 1.0f;
|
||||
Debug.Log("KeyPressed: A");
|
||||
}
|
||||
else if (Input.IsKeyPressed(KeyCode.D)){
|
||||
m_MovementDirection.X -= 1.0f;
|
||||
Debug.Log("KeyPressed: D");
|
||||
}
|
||||
else
|
||||
m_MovementDirection.X = 0.0f;
|
||||
|
||||
@ -136,26 +151,64 @@ namespace FPSExample
|
||||
|
||||
}
|
||||
|
||||
void OnPhysicsUpdate(float fixedTimeStep)
|
||||
{
|
||||
UpdateMovement();
|
||||
}
|
||||
|
||||
private void UpdateMovement()
|
||||
{
|
||||
m_RigidBody.Rotate(new Vec3(0.0f, m_CurrentYMovement, 0.0f));
|
||||
|
||||
Vec3 movement = m_CameraTransform.Transform.Right * m_MovementDirection.X + m_CameraTransform.Transform.Forward * m_MovementDirection.Y;
|
||||
// 2. 计算期望的移动方向(世界坐标系)
|
||||
Vec3 desiredDirection = Vec3.Zero;
|
||||
|
||||
if (m_MovementDirection.LengthSquared() != 0.0f)
|
||||
{
|
||||
Vec3 right = m_CameraTransform.Transform.Right;
|
||||
Vec3 forward = m_CameraTransform.Transform.Forward;
|
||||
right.Y = 0; forward.Y = 0;
|
||||
right.Normalize(); forward.Normalize();
|
||||
|
||||
desiredDirection = right * m_MovementDirection.X + forward * m_MovementDirection.Y;
|
||||
desiredDirection.Normalize();
|
||||
|
||||
/*
|
||||
Vec3 movement = right * m_MovementDirection.X + forward * m_MovementDirection.Y;
|
||||
movement.Normalize();
|
||||
Vec3 velocity = movement * m_CurrentSpeed;
|
||||
velocity.Y = m_RigidBody.GetLinearVelocity().Y;
|
||||
m_RigidBody.SetLinearVelocity(velocity);
|
||||
*/
|
||||
}
|
||||
Vec3 targetAngularVelocity = Vec3.Zero;
|
||||
if (desiredDirection.LengthSquared() > 0.01f)
|
||||
{
|
||||
Vec3 up = Vec3.Up;
|
||||
Vec3 rotationAxis = Vec3.Cross(desiredDirection, up).Normalized();
|
||||
float angularSpeed = 2 * (m_CurrentSpeed / m_Radius);
|
||||
targetAngularVelocity = rotationAxis * angularSpeed;
|
||||
|
||||
Vec3 currentAngular = m_RigidBody.GetAngularVelocity();
|
||||
Vec3 angularDiff = targetAngularVelocity - currentAngular;
|
||||
|
||||
float inertia = 0.4f * m_RigidBody.Mass * m_Radius * m_Radius;
|
||||
Vec3 torque = angularDiff * inertia * TorqueStrength;
|
||||
m_RigidBody.AddTorque(torque, RigidBodyComponent.ForceMode.Force);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
// 3. 获取当前角速度,计算需要调整的差值
|
||||
Vec3 currentAngular = m_RigidBody.GetAngularVelocity();
|
||||
Vec3 angularDiff = targetAngularVelocity - currentAngular;
|
||||
|
||||
// 4. 施加扭矩:扭矩 = 转动惯量 * 角加速度
|
||||
// 球体的转动惯量 I = (2/5) * m * r^2 (实心球)
|
||||
float inertia = TorqueStrength * m_RigidBody.Mass * m_Radius * m_Radius;
|
||||
// 设定一个系数控制响应速度(可调)
|
||||
float torqueStrength = 5.0f;
|
||||
Vec3 torque = angularDiff * inertia * torqueStrength;
|
||||
m_RigidBody.AddTorque(-torque, RigidBodyComponent.ForceMode.Force);
|
||||
*/
|
||||
|
||||
if (m_ShouldJump && m_Colliding)
|
||||
{
|
||||
Debug.Log("Jump");
|
||||
m_RigidBody.AddForce(Vec3.Up * JumpForce, RigidBodyComponent.ForceMode.Impulse);
|
||||
m_ShouldJump = false;
|
||||
}
|
||||
@ -163,7 +216,7 @@ namespace FPSExample
|
||||
|
||||
private void UpdateCameraTransform(){
|
||||
Vec3 position = m_Transform.Translation + m_CameraTransform.Transform.Forward * CameraForwardOffset;
|
||||
position.Y += m_Transform.Translation.Y + CameraYOffset;
|
||||
position.Y += CameraYOffset;
|
||||
m_CameraTransform.Translation = position;
|
||||
}
|
||||
}
|
||||
|
||||
@ -52,6 +52,15 @@ namespace Prism
|
||||
Y = vec.Y;
|
||||
Z = vec.Z;
|
||||
}
|
||||
|
||||
public static Vec3 Cross(Vec3 a, Vec3 b)
|
||||
{
|
||||
return new Vec3(
|
||||
a.Y * b.Z - a.Z * b.Y,
|
||||
a.Z * b.X - a.X * b.Z,
|
||||
a.X * b.Y - a.Y * b.X
|
||||
);
|
||||
}
|
||||
|
||||
public void Clamp(Vec3 min, Vec3 max)
|
||||
{
|
||||
@ -59,6 +68,7 @@ namespace Prism
|
||||
Y = Mathf.Clamp(Y, min.Y, max.Y);
|
||||
Z = Mathf.Clamp(Z, min.Z, max.Z);
|
||||
}
|
||||
|
||||
|
||||
public float LengthSquared()
|
||||
{
|
||||
|
||||
@ -197,7 +197,45 @@ set_target_properties(${SHARED_LIBRARY} PROPERTIES
|
||||
)
|
||||
|
||||
|
||||
# static runtime library
|
||||
set(RUNTIME_LIBRARY ${PROJECT_NAME}-Runtime)
|
||||
|
||||
add_library(${RUNTIME_LIBRARY} STATIC ${SRC_SOURCE})
|
||||
|
||||
target_compile_definitions(${RUNTIME_LIBRARY} PRIVATE
|
||||
PRISM_RUNTIME
|
||||
INTERFACE
|
||||
PRISM_STATIC
|
||||
)
|
||||
|
||||
target_include_directories(${RUNTIME_LIBRARY} PUBLIC
|
||||
${TARGET_INCLUDE_DIR}
|
||||
)
|
||||
|
||||
target_link_directories(${RUNTIME_LIBRARY} INTERFACE
|
||||
${PHYSX_LIB_DIR}
|
||||
)
|
||||
|
||||
target_link_libraries(${RUNTIME_LIBRARY}
|
||||
PRIVATE
|
||||
${LINK_LIBRARIES_PRIVATE}
|
||||
PUBLIC
|
||||
${LINK_LIBRARIES_PUBLIC}
|
||||
)
|
||||
target_precompile_headers(${RUNTIME_LIBRARY} PRIVATE
|
||||
src/pmpch.h
|
||||
)
|
||||
|
||||
set_target_properties(${RUNTIME_LIBRARY} PROPERTIES
|
||||
OUTPUT_NAME ${PROJECT_NAME}
|
||||
ARCHIVE_OUTPUT_NAME ${PROJECT_NAME}rd
|
||||
)
|
||||
|
||||
|
||||
|
||||
# alias
|
||||
add_library(Prism::static ALIAS Prism-static)
|
||||
add_library(Prism::shared ALIAS Prism-shared)
|
||||
add_library(Prism ALIAS Prism-shared)
|
||||
|
||||
add_library(Prism::Runtime ALIAS Prism-Runtime)
|
||||
|
||||
25
Prism/src/Prism/Asset/Asset.cpp
Normal file
25
Prism/src/Prism/Asset/Asset.cpp
Normal file
@ -0,0 +1,25 @@
|
||||
//
|
||||
// Created by Atdunbg on 2026/3/26.
|
||||
//
|
||||
|
||||
#include "Asset.h"
|
||||
#include "Prism/Renderer/Texture.h"
|
||||
|
||||
namespace Prism
|
||||
{
|
||||
PhysicsMaterialAsset::PhysicsMaterialAsset(): StaticFriction(0), DynamicFriction(0), Bounciness(0)
|
||||
{
|
||||
Type = AssetType::PhysicsMaterial;
|
||||
}
|
||||
|
||||
PhysicsMaterialAsset::PhysicsMaterialAsset(const float staticFriction, const float dynamicFriction,
|
||||
const float bounciness): StaticFriction(staticFriction), DynamicFriction(dynamicFriction), Bounciness(bounciness)
|
||||
{
|
||||
Type = AssetType::PhysicsMaterial;
|
||||
}
|
||||
|
||||
PBRMaterialAsset::PBRMaterialAsset()
|
||||
{
|
||||
Type = AssetType::Material;
|
||||
}
|
||||
}
|
||||
@ -5,14 +5,20 @@
|
||||
#ifndef PRISM_ASSET_H
|
||||
#define PRISM_ASSET_H
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include "Prism/Core/UUID.h"
|
||||
#include "Prism/Core/Ref.h"
|
||||
|
||||
namespace Prism
|
||||
{
|
||||
class Texture2D;
|
||||
class Shader;
|
||||
class MaterialInstance;
|
||||
|
||||
enum class AssetType
|
||||
{
|
||||
Scene = 0, Mesh, Texture, EnvMap, Audio, Script, PhysicsMaterial, Directory, Other, None
|
||||
Scene = 0, Mesh, Texture, EnvMap, Audio, Script, Material, PhysicsMaterial, Directory, Other, None
|
||||
};
|
||||
|
||||
using AssetHandle = UUID;
|
||||
@ -35,20 +41,17 @@ namespace Prism
|
||||
}
|
||||
};
|
||||
|
||||
class PRISM_API PhysicsMaterial : public Asset
|
||||
class PRISM_API PhysicsMaterialAsset : public Asset
|
||||
{
|
||||
public:
|
||||
float StaticFriction;
|
||||
float DynamicFriction;
|
||||
float Bounciness;
|
||||
|
||||
PhysicsMaterial() = default;
|
||||
PhysicsMaterialAsset();
|
||||
|
||||
PhysicsMaterialAsset(const float staticFriction, const float dynamicFriction, const float bounciness);
|
||||
|
||||
PhysicsMaterial(const float staticFriction, const float dynamicFriction, const float bounciness)
|
||||
: StaticFriction(staticFriction), DynamicFriction(dynamicFriction), Bounciness(bounciness)
|
||||
{
|
||||
Type = AssetType::PhysicsMaterial;
|
||||
}
|
||||
};
|
||||
|
||||
// Treating directories as assets simplifies the asset manager window rendering by a lot
|
||||
@ -63,6 +66,34 @@ namespace Prism
|
||||
}
|
||||
};
|
||||
|
||||
class PBRMaterialAsset : public Asset
|
||||
{
|
||||
public:
|
||||
PBRMaterialAsset();
|
||||
virtual ~PBRMaterialAsset() = default;
|
||||
// Albedo
|
||||
glm::vec3 AlbedoColor = glm::vec3(1.0f);
|
||||
float AlbedoTexToggle = 0.0f;
|
||||
Ref<Texture2D> AlbedoTexture;
|
||||
|
||||
// Normal
|
||||
float NormalTexToggle = 0.0f;
|
||||
Ref<Texture2D> NormalTexture;
|
||||
|
||||
// Metalness
|
||||
float Metalness = 0.8f;
|
||||
float MetalnessTexToggle = 0.0f;
|
||||
Ref<Texture2D> MetalnessTexture;
|
||||
|
||||
// Roughness
|
||||
float Roughness = 0.1f;
|
||||
float RoughnessTexToggle = 0.0f;
|
||||
Ref<Texture2D> RoughnessTexture;
|
||||
|
||||
bool IsDirty = true;
|
||||
};
|
||||
|
||||
|
||||
}
|
||||
|
||||
#endif //PRISM_ASSET_H
|
||||
|
||||
@ -12,6 +12,7 @@
|
||||
#include "Prism/Renderer/SceneRenderer.h"
|
||||
|
||||
#include "yaml-cpp/yaml.h"
|
||||
#include "Prism/Utilities/SerializeUtils.h"
|
||||
|
||||
namespace Prism
|
||||
{
|
||||
@ -40,15 +41,114 @@ namespace Prism
|
||||
{
|
||||
case Prism::AssetType::PhysicsMaterial:
|
||||
{
|
||||
Ref<PhysicsMaterial> material = Ref<PhysicsMaterial>(asset);
|
||||
out << YAML::Key << "StaticFriction" << material->StaticFriction;
|
||||
out << YAML::Key << "DynamicFriction" << material->DynamicFriction;
|
||||
out << YAML::Key << "Bounciness" << material->Bounciness;
|
||||
Ref<PhysicsMaterialAsset> physicsMaterial = Ref<PhysicsMaterialAsset>(asset);
|
||||
out << YAML::Key << "StaticFriction" << physicsMaterial->StaticFriction;
|
||||
out << YAML::Key << "DynamicFriction" << physicsMaterial->DynamicFriction;
|
||||
out << YAML::Key << "Bounciness" << physicsMaterial->Bounciness;
|
||||
break;
|
||||
}
|
||||
case AssetType::Material:
|
||||
{
|
||||
const auto& material = Ref<PBRMaterialAsset>(asset);
|
||||
|
||||
// Albedo
|
||||
out << YAML::Key << "Albedo";
|
||||
out << YAML::BeginMap;
|
||||
{
|
||||
out << YAML::Key << "Color" << YAML::Value << material->AlbedoColor;
|
||||
out << YAML::Key << "TexToggle" << YAML::Value << material->AlbedoTexToggle;
|
||||
|
||||
out << YAML::Key << "Texture";
|
||||
out << YAML::BeginMap;
|
||||
if (material->AlbedoTexture)
|
||||
{
|
||||
out << YAML::Key << "AssetHandle" << YAML::Value << material->AlbedoTexture->Handle;
|
||||
out << YAML::Key << "AssetPath" << YAML::Value << material->AlbedoTexture->FilePath;
|
||||
}
|
||||
else
|
||||
{
|
||||
out << YAML::Key << "AssetHandle" << YAML::Value << 0;
|
||||
out << YAML::Key << "AssetPath" << YAML::Value << "";
|
||||
}
|
||||
out << YAML::EndMap;
|
||||
}
|
||||
out << YAML::EndMap;
|
||||
|
||||
// Normal
|
||||
out << YAML::Key << "Normal";
|
||||
out << YAML::BeginMap;
|
||||
{
|
||||
out << YAML::Key << "TexToggle" << YAML::Value << material->NormalTexToggle;
|
||||
|
||||
out << YAML::Key << "Texture";
|
||||
out << YAML::BeginMap;
|
||||
if (material->NormalTexture)
|
||||
{
|
||||
out << YAML::Key << "AssetHandle" << YAML::Value << material->NormalTexture->Handle;
|
||||
out << YAML::Key << "AssetPath" << YAML::Value << material->NormalTexture->FilePath;
|
||||
}
|
||||
else
|
||||
{
|
||||
out << YAML::Key << "AssetHandle" << YAML::Value << 0;
|
||||
out << YAML::Key << "AssetPath" << YAML::Value << "";
|
||||
}
|
||||
out << YAML::EndMap;
|
||||
}
|
||||
out << YAML::EndMap;
|
||||
|
||||
// Metalness
|
||||
out << YAML::Key << "Metalness";
|
||||
out << YAML::BeginMap;
|
||||
{
|
||||
out << YAML::Key << "Value" << YAML::Value << material->Metalness; // 金属度数值
|
||||
out << YAML::Key << "TexToggle" << YAML::Value << material->MetalnessTexToggle;
|
||||
|
||||
out << YAML::Key << "Texture";
|
||||
out << YAML::BeginMap;
|
||||
if (material->MetalnessTexture)
|
||||
{
|
||||
out << YAML::Key << "AssetHandle" << YAML::Value << material->MetalnessTexture->Handle;
|
||||
out << YAML::Key << "AssetPath" << YAML::Value << material->MetalnessTexture->FilePath;
|
||||
}
|
||||
else
|
||||
{
|
||||
out << YAML::Key << "AssetHandle" << YAML::Value << 0;
|
||||
out << YAML::Key << "AssetPath" << YAML::Value << "";
|
||||
}
|
||||
out << YAML::EndMap;
|
||||
}
|
||||
out << YAML::EndMap;
|
||||
|
||||
// Roughness
|
||||
out << YAML::Key << "Roughness";
|
||||
out << YAML::BeginMap;
|
||||
{
|
||||
out << YAML::Key << "Value" << YAML::Value << material->Roughness; // 粗糙度数值
|
||||
out << YAML::Key << "TexToggle" << YAML::Value << material->RoughnessTexToggle;
|
||||
|
||||
out << YAML::Key << "Texture";
|
||||
out << YAML::BeginMap;
|
||||
if (material->RoughnessTexture)
|
||||
{
|
||||
out << YAML::Key << "AssetHandle" << YAML::Value << material->RoughnessTexture->Handle;
|
||||
out << YAML::Key << "AssetPath" << YAML::Value << material->RoughnessTexture->FilePath;
|
||||
}
|
||||
else
|
||||
{
|
||||
out << YAML::Key << "AssetHandle" << YAML::Value << 0;
|
||||
out << YAML::Key << "AssetPath" << YAML::Value << "";
|
||||
}
|
||||
out << YAML::EndMap;
|
||||
}
|
||||
out << YAML::EndMap;
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
out << YAML::EndMap;
|
||||
|
||||
PM_CORE_INFO("Save Asset change...");
|
||||
std::ofstream fout(asset->FilePath);
|
||||
fout << out.c_str();
|
||||
}
|
||||
@ -61,13 +161,125 @@ namespace Prism
|
||||
|
||||
YAML::Node data = YAML::Load(strStream.str());
|
||||
|
||||
if (asset->Type == AssetType::PhysicsMaterial)
|
||||
switch (asset->Type)
|
||||
{
|
||||
float staticFriction = data["StaticFriction"].as<float>();
|
||||
float dynamicFriction = data["DynamicFriction"].as<float>();
|
||||
float bounciness = data["Bounciness"].as<float>();
|
||||
case AssetType::PhysicsMaterial:
|
||||
{
|
||||
float staticFriction = data["StaticFriction"].as<float>();
|
||||
float dynamicFriction = data["DynamicFriction"].as<float>();
|
||||
float bounciness = data["Bounciness"].as<float>();
|
||||
|
||||
return Ref<PhysicsMaterial>::Create(staticFriction, dynamicFriction, bounciness);
|
||||
return Ref<PhysicsMaterialAsset>::Create(staticFriction, dynamicFriction, bounciness);
|
||||
}
|
||||
case AssetType::Material:
|
||||
{
|
||||
Ref<PBRMaterialAsset> material = Ref<PBRMaterialAsset>::Create();
|
||||
|
||||
// ==================== Albedo ====================
|
||||
if (data["Albedo"])
|
||||
{
|
||||
auto albedoNode = data["Albedo"];
|
||||
material->AlbedoColor = albedoNode["Color"].as<glm::vec3>();
|
||||
material->AlbedoTexToggle = albedoNode["TexToggle"].as<float>();
|
||||
|
||||
if (albedoNode["Texture"])
|
||||
{
|
||||
auto texNode = albedoNode["Texture"];
|
||||
UUID texHandle = 0;
|
||||
std::string texPath;
|
||||
if (texNode["AssetHandle"])
|
||||
texHandle = texNode["AssetHandle"].as<uint64_t>();
|
||||
if (texNode["AssetPath"])
|
||||
texPath = texNode["AssetPath"].as<std::string>();
|
||||
|
||||
if (texHandle != 0 && AssetsManager::IsAssetHandleValid(texHandle))
|
||||
material->AlbedoTexture = AssetsManager::GetAsset<Texture2D>(texHandle);
|
||||
else if (!texPath.empty())
|
||||
material->AlbedoTexture = Texture2D::Create(texPath);
|
||||
else
|
||||
material->AlbedoTexture = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
// ==================== Normal ====================
|
||||
if (data["Normal"])
|
||||
{
|
||||
auto normalNode = data["Normal"];
|
||||
material->NormalTexToggle = normalNode["TexToggle"].as<float>();
|
||||
|
||||
if (normalNode["Texture"])
|
||||
{
|
||||
auto texNode = normalNode["Texture"];
|
||||
UUID texHandle = 0;
|
||||
std::string texPath;
|
||||
if (texNode["AssetHandle"])
|
||||
texHandle = texNode["AssetHandle"].as<uint64_t>();
|
||||
if (texNode["AssetPath"])
|
||||
texPath = texNode["AssetPath"].as<std::string>();
|
||||
|
||||
if (texHandle != 0 && AssetsManager::IsAssetHandleValid(texHandle))
|
||||
material->NormalTexture = AssetsManager::GetAsset<Texture2D>(texHandle);
|
||||
else if (!texPath.empty())
|
||||
material->NormalTexture = Texture2D::Create(texPath);
|
||||
else
|
||||
material->NormalTexture = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
// ==================== Metalness ====================
|
||||
if (data["Metalness"])
|
||||
{
|
||||
auto metalNode = data["Metalness"];
|
||||
material->Metalness = metalNode["Value"].as<float>();
|
||||
material->MetalnessTexToggle = metalNode["TexToggle"].as<float>();
|
||||
|
||||
if (metalNode["Texture"])
|
||||
{
|
||||
auto texNode = metalNode["Texture"];
|
||||
UUID texHandle = 0;
|
||||
std::string texPath;
|
||||
if (texNode["AssetHandle"])
|
||||
texHandle = texNode["AssetHandle"].as<uint64_t>();
|
||||
if (texNode["AssetPath"])
|
||||
texPath = texNode["AssetPath"].as<std::string>();
|
||||
|
||||
if (texHandle != 0 && AssetsManager::IsAssetHandleValid(texHandle))
|
||||
material->MetalnessTexture = AssetsManager::GetAsset<Texture2D>(texHandle);
|
||||
else if (!texPath.empty())
|
||||
material->MetalnessTexture = Texture2D::Create(texPath);
|
||||
else
|
||||
material->MetalnessTexture = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
// ==================== Roughness ====================
|
||||
if (data["Roughness"])
|
||||
{
|
||||
auto roughNode = data["Roughness"];
|
||||
material->Roughness = roughNode["Value"].as<float>();
|
||||
material->RoughnessTexToggle = roughNode["TexToggle"].as<float>();
|
||||
|
||||
if (roughNode["Texture"])
|
||||
{
|
||||
auto texNode = roughNode["Texture"];
|
||||
UUID texHandle = 0;
|
||||
std::string texPath;
|
||||
if (texNode["AssetHandle"])
|
||||
texHandle = texNode["AssetHandle"].as<uint64_t>();
|
||||
if (texNode["AssetPath"])
|
||||
texPath = texNode["AssetPath"].as<std::string>();
|
||||
|
||||
if (texHandle != 0 && AssetsManager::IsAssetHandleValid(texHandle))
|
||||
material->RoughnessTexture = AssetsManager::GetAsset<Texture2D>(texHandle);
|
||||
else if (!texPath.empty())
|
||||
material->RoughnessTexture = Texture2D::Create(texPath);
|
||||
else
|
||||
material->RoughnessTexture = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
return material;
|
||||
}
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
@ -106,8 +318,10 @@ namespace Prism
|
||||
asset->ParentDirectory = parentHandle;
|
||||
asset->IsDataLoaded = false;
|
||||
|
||||
#ifndef PRISM_RUNTIME
|
||||
if (!hasMeta)
|
||||
CreateMetaFile(asset);
|
||||
#endif
|
||||
|
||||
return asset;
|
||||
}
|
||||
@ -191,7 +405,9 @@ namespace Prism
|
||||
if (asset->FileName == "assets" && asset->Handle == 0)
|
||||
{
|
||||
asset->Handle = AssetHandle();
|
||||
#ifndef PRISM_RUNTIME
|
||||
CreateMetaFile(asset);
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
@ -208,4 +424,17 @@ namespace Prism
|
||||
std::ofstream fout(asset->FilePath + ".meta");
|
||||
fout << out.c_str();
|
||||
}
|
||||
|
||||
void AssetSerializer::UpdateMetaFile(const Ref<Asset>& asset)
|
||||
{
|
||||
YAML::Emitter out;
|
||||
out << YAML::BeginMap;
|
||||
out << YAML::Key << "Asset" << YAML::Value << asset->Handle;
|
||||
out << YAML::Key << "FilePath" << YAML::Value << asset->FilePath;
|
||||
out << YAML::Key << "Type" << YAML::Value << (int)asset->Type;
|
||||
out << YAML::EndMap;
|
||||
|
||||
std::ofstream fout(asset->FilePath + ".meta");
|
||||
fout << out.c_str();
|
||||
}
|
||||
}
|
||||
@ -28,6 +28,7 @@ namespace Prism
|
||||
static Ref<Asset> DeserializeYAML(const Ref<Asset>& asset);
|
||||
static void LoadMetaData(Ref<Asset>& asset);
|
||||
static void CreateMetaFile(const Ref<Asset>& asset);
|
||||
static void UpdateMetaFile(const Ref<Asset>& asset);
|
||||
|
||||
private:
|
||||
friend class AssetsManager;
|
||||
|
||||
@ -13,6 +13,7 @@
|
||||
#include <yaml-cpp/yaml.h>
|
||||
|
||||
#include "AssetSerializer.h"
|
||||
#include "Prism/Core/Application.h"
|
||||
#include "Prism/Renderer/SceneEnvironment.h"
|
||||
#include "Prism/Utilities/StringUtils.h"
|
||||
|
||||
@ -26,9 +27,13 @@ namespace Prism
|
||||
s_Types["dae"] = AssetType::Mesh;
|
||||
s_Types["obj"] = AssetType::Mesh;
|
||||
s_Types["png"] = AssetType::Texture;
|
||||
s_Types["jpg"] = AssetType::Texture;
|
||||
s_Types["jpeg"] = AssetType::Texture;
|
||||
s_Types["bmp"] = AssetType::Texture;
|
||||
s_Types["tga"] = AssetType::Texture;
|
||||
s_Types["hdr"] = AssetType::EnvMap;
|
||||
s_Types["blend"] = AssetType::Mesh;
|
||||
s_Types["pmat"] = AssetType::Material;
|
||||
s_Types["hpm"] = AssetType::PhysicsMaterial;
|
||||
s_Types["wav"] = AssetType::Audio;
|
||||
s_Types["ogg"] = AssetType::Audio;
|
||||
@ -150,7 +155,7 @@ namespace Prism
|
||||
|
||||
template PRISM_API Ref<Asset> AssetsManager::GetAsset(AssetHandle, bool);
|
||||
template PRISM_API Ref<Mesh> AssetsManager::GetAsset(AssetHandle, bool);
|
||||
template PRISM_API Ref<PhysicsMaterial> AssetsManager::GetAsset(AssetHandle, bool);
|
||||
template PRISM_API Ref<PhysicsMaterialAsset> AssetsManager::GetAsset(AssetHandle, bool);
|
||||
template PRISM_API Ref<Environment> AssetsManager::GetAsset(AssetHandle, bool);
|
||||
template PRISM_API Ref<Directory> AssetsManager::GetAsset(AssetHandle, bool);
|
||||
template PRISM_API Ref<Texture2D> AssetsManager::GetAsset(AssetHandle, bool);
|
||||
@ -161,35 +166,30 @@ namespace Prism
|
||||
return GetAsset<T>(GetAssetHandleFromFilePath(filepath), loadData);
|
||||
}
|
||||
|
||||
|
||||
template PRISM_API Ref<Asset> AssetsManager::GetAsset(const std::string&, bool);
|
||||
template PRISM_API Ref<Mesh> AssetsManager::GetAsset(const std::string&, bool);
|
||||
template PRISM_API Ref<PhysicsMaterial> AssetsManager::GetAsset(const std::string&, bool);
|
||||
template PRISM_API Ref<PhysicsMaterialAsset> AssetsManager::GetAsset(const std::string&, bool);
|
||||
template PRISM_API Ref<PBRMaterialAsset> AssetsManager::GetAsset(const std::string&, bool);
|
||||
template PRISM_API Ref<Environment> AssetsManager::GetAsset(const std::string&, bool);
|
||||
template PRISM_API Ref<Directory> AssetsManager::GetAsset(const std::string&, bool);
|
||||
template PRISM_API Ref<Texture2D> AssetsManager::GetAsset(const std::string&, bool);
|
||||
|
||||
|
||||
// temp
|
||||
Ref<PhysicsMaterial> AssetsManager::CreateAssetPhysicsMaterial(const std::string& filename, const AssetType type, const AssetHandle& directoryHandle, float v1, float v2, float v3)
|
||||
template <typename T>
|
||||
Ref<T> AssetsManager::TryGetAsset(const std::string& filepath, const bool loadData)
|
||||
{
|
||||
|
||||
const auto& directory = GetAsset<Directory>(directoryHandle);
|
||||
|
||||
Ref<PhysicsMaterial> asset = Ref<PhysicsMaterial>::Create(v1, v2, v3);
|
||||
asset->Type = type;
|
||||
asset->FilePath = directory->FilePath + "/" + filename;
|
||||
asset->FileName = Utils::RemoveExtension(Utils::GetFilename(asset->FilePath));
|
||||
asset->Extension = Utils::GetFilename(filename);
|
||||
asset->ParentDirectory = directoryHandle;
|
||||
asset->Handle = std::hash<std::string>()(asset->FilePath);
|
||||
asset->IsDataLoaded = true;
|
||||
s_LoadedAssets[asset->Handle] = asset;
|
||||
|
||||
AssetSerializer::SerializeAsset(asset);
|
||||
AssetSerializer::CreateMetaFile(asset);
|
||||
|
||||
return asset;
|
||||
AssetHandle assetHandle = GetAssetHandleFromFilePath(filepath);
|
||||
if (!assetHandle) return Ref<T>();
|
||||
return GetAsset<T>(assetHandle, loadData);
|
||||
}
|
||||
template PRISM_API Ref<Asset> AssetsManager::TryGetAsset(const std::string&, bool);
|
||||
template PRISM_API Ref<Mesh> AssetsManager::TryGetAsset(const std::string&, bool);
|
||||
template PRISM_API Ref<PhysicsMaterialAsset> AssetsManager::TryGetAsset(const std::string&, bool);
|
||||
template PRISM_API Ref<PBRMaterialAsset> AssetsManager::TryGetAsset(const std::string&, bool);
|
||||
template PRISM_API Ref<Environment> AssetsManager::TryGetAsset(const std::string&, bool);
|
||||
template PRISM_API Ref<Directory> AssetsManager::TryGetAsset(const std::string&, bool);
|
||||
template PRISM_API Ref<Texture2D> AssetsManager::TryGetAsset(const std::string&, bool);
|
||||
|
||||
|
||||
void AssetsManager::RemoveAsset(AssetHandle assetHandle)
|
||||
{
|
||||
@ -233,7 +233,8 @@ namespace Prism
|
||||
asset->FileName = Utils::RemoveExtension(Utils::GetFilename(asset->FilePath));
|
||||
asset->Extension = Utils::GetFilename(filename);
|
||||
asset->ParentDirectory = directoryHandle;
|
||||
asset->Handle = std::hash<std::string>()(asset->FilePath);
|
||||
asset->Handle = std::hash<std::string>()(asset->FilePath + std::to_string(Application::Get().GetTime()));
|
||||
|
||||
asset->IsDataLoaded = true;
|
||||
s_LoadedAssets[asset->Handle] = asset;
|
||||
|
||||
@ -243,6 +244,10 @@ namespace Prism
|
||||
return asset;
|
||||
}
|
||||
|
||||
template PRISM_API Ref<PhysicsMaterialAsset> AssetsManager::CreateAsset<PhysicsMaterialAsset, float, float, float>(const std::string&, AssetType, AssetHandle, float&&, float&&, float&&);
|
||||
template PRISM_API Ref<PhysicsMaterialAsset> AssetsManager::CreateAsset<PhysicsMaterialAsset>( const std::string&, AssetType, AssetHandle);
|
||||
|
||||
template PRISM_API Ref<PBRMaterialAsset> AssetsManager::CreateAsset<PBRMaterialAsset>( const std::string&, AssetType, AssetHandle);
|
||||
|
||||
|
||||
bool AssetsManager::IsAssetType(const AssetHandle assetHandle, const AssetType type)
|
||||
@ -288,7 +293,7 @@ namespace Prism
|
||||
{
|
||||
const std::string extension = Utils::GetExtension(filepath);
|
||||
if (extension == "meta")
|
||||
return Ref<Asset>();
|
||||
return {};
|
||||
|
||||
const AssetType type = AssetTypes::GetAssetTypeFromExtension(extension);
|
||||
Ref<Asset> asset = AssetSerializer::LoadAssetInfo(filepath, parentHandle, type);
|
||||
@ -349,7 +354,9 @@ namespace Prism
|
||||
ProcessDirectory(e.FilePath, parentHandle);
|
||||
else
|
||||
{
|
||||
Ref<Asset> asset = ImportAsset(e.FilePath, parentHandle);
|
||||
AssetHandle assetHandle = GetAssetHandleFromFilePath(e.FilePath);
|
||||
if (!assetHandle)
|
||||
ImportAsset(e.FilePath, parentHandle);
|
||||
}
|
||||
|
||||
}
|
||||
@ -366,10 +373,10 @@ namespace Prism
|
||||
{
|
||||
Ref<Asset> asset = nullptr;
|
||||
{
|
||||
const std::string oldMetaPath = std::filesystem::path(e.FilePath).parent_path().string() + "/" + e.OldName;
|
||||
const std::string oldFilePath = Utils::ReplaceFilePathName(e.FilePath, e.OldName);
|
||||
for (auto& [handle, existingAsset] : s_LoadedAssets)
|
||||
{
|
||||
if (existingAsset->FilePath == oldMetaPath)
|
||||
if (existingAsset->FilePath == oldFilePath)
|
||||
{
|
||||
asset = existingAsset;
|
||||
break;
|
||||
@ -379,13 +386,16 @@ namespace Prism
|
||||
|
||||
if (asset)
|
||||
{
|
||||
std::string extension = Utils::GetExtension(asset->FilePath);
|
||||
std::string oldMetaPath = asset->FilePath + ".meta";
|
||||
|
||||
FileSystem::Rename(oldMetaPath, e.NewName);
|
||||
FileSystem::Rename(oldMetaPath, e.NewName + "." + extension);
|
||||
|
||||
asset->FilePath = e.FilePath;
|
||||
asset->FileName = e.NewName;
|
||||
asset->Extension = Utils::GetExtension(e.FilePath);
|
||||
asset->Extension = extension;
|
||||
|
||||
AssetSerializer::UpdateMetaFile(asset);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
@ -46,7 +46,7 @@ namespace Prism
|
||||
static bool IsAssetHandleValid(const AssetHandle& assetHandle);
|
||||
|
||||
|
||||
static Ref<PhysicsMaterial> CreateAssetPhysicsMaterial(const std::string& filename, AssetType type, const AssetHandle& directoryHandle, float v1, float v2, float v3);
|
||||
static Ref<PhysicsMaterialAsset> CreateAssetPhysicsMaterial(const std::string& filename, AssetType type, const AssetHandle& directoryHandle, float v1, float v2, float v3);
|
||||
|
||||
static void RemoveAsset(AssetHandle assetHandle);
|
||||
|
||||
@ -58,6 +58,8 @@ namespace Prism
|
||||
|
||||
template<typename T>
|
||||
static Ref<T> GetAsset(const std::string& filepath, bool loadData = true);
|
||||
template <class T>
|
||||
static Ref<T> TryGetAsset(const std::string& filepath, bool loadData = true);
|
||||
|
||||
static bool IsAssetType(AssetHandle assetHandle, AssetType type);
|
||||
|
||||
|
||||
@ -13,17 +13,17 @@
|
||||
extern Prism::Application* Prism::CreateApplication(CommandArgs args);
|
||||
|
||||
#ifdef PRISM_GUI
|
||||
#ifdef _WIN32
|
||||
#include <windows.h>
|
||||
int MainEntry(int argc, char* argv[]);
|
||||
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
|
||||
{
|
||||
return MainEntry(__argc, __argv);
|
||||
}
|
||||
#endif
|
||||
int MainEntry(int argc, char** argv)
|
||||
#ifdef _WIN32
|
||||
#include <windows.h>
|
||||
int MainEntry(int argc, char* argv[]);
|
||||
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd)
|
||||
{
|
||||
return MainEntry(__argc, __argv);
|
||||
}
|
||||
#endif
|
||||
int MainEntry(int argc, char** argv)
|
||||
#else
|
||||
int main(int argc, char** argv)
|
||||
int main(int argc, char** argv)
|
||||
#endif
|
||||
{
|
||||
//TODO: this will use other method to impl
|
||||
|
||||
@ -19,6 +19,10 @@ namespace Prism
|
||||
AABB(const glm::vec3& min, const glm::vec3& max)
|
||||
: Min(min), Max(max) {}
|
||||
|
||||
bool IsValid() const {
|
||||
return Min.x <= Max.x && Min.y <= Max.y && Min.z <= Max.z;
|
||||
}
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@ -52,6 +52,7 @@ namespace Prism
|
||||
{
|
||||
RegisterEditor<TextureViewer>(AssetType::Texture);
|
||||
RegisterEditor<PhysicsMaterialEditor>(AssetType::PhysicsMaterial);
|
||||
RegisterEditor<PBRMaterialEditor>(AssetType::Material);
|
||||
}
|
||||
|
||||
void AssetEditorPanel::OnImGuiRender()
|
||||
@ -62,6 +63,11 @@ namespace Prism
|
||||
|
||||
void AssetEditorPanel::OpenEditor(const Ref<Asset>& asset)
|
||||
{
|
||||
if (!asset)
|
||||
{
|
||||
PM_CORE_WARN("asset is Invalid!");
|
||||
return;
|
||||
}
|
||||
if (s_Editors.find(asset->Type) == s_Editors.end())
|
||||
{
|
||||
PM_CORE_WARN("No editor registered for {0} assets", asset->Extension);
|
||||
|
||||
@ -33,7 +33,9 @@ namespace Prism
|
||||
m_AssetIconMap["blend"] = AssetsManager::GetAsset<Texture2D>("assets/editor/blend.png");
|
||||
|
||||
// TODO: get a logo for this project
|
||||
m_AssetIconMap["scene"] = Texture2D::Create("assets/editor/asset.png");
|
||||
m_AssetIconMap["scene"] = AssetsManager::GetAsset<Texture2D>("assets/editor/asset.png");
|
||||
|
||||
m_AssetIconMap["pmat"] = AssetsManager::GetAsset<Texture2D>("assets/editor/asset.png");
|
||||
|
||||
m_BackbtnTex = AssetsManager::GetAsset<Texture2D>("assets/editor/btn_back.png");
|
||||
m_FwrdbtnTex = AssetsManager::GetAsset<Texture2D>("assets/editor/btn_fwrd.png");
|
||||
@ -105,17 +107,53 @@ namespace Prism
|
||||
const std::string filePath = m_CurrentDirectory->FilePath + "/new folder";
|
||||
FileSystem::CreateFolder(filePath);
|
||||
UpdateCurrentDirectory(m_CurrentDirHandle);
|
||||
// const auto& createdDirectory = AssetsManager::CreateDirectory(filePath, m_CurrentDirHandle);
|
||||
/*
|
||||
if (createdDirectory)
|
||||
}
|
||||
|
||||
if (ImGui::MenuItem("PBRMaterial"))
|
||||
{
|
||||
|
||||
const std::string fileName = "Material.pmat";
|
||||
const auto& directory = AssetsManager::GetAsset<Directory>(m_CurrentDirHandle);
|
||||
|
||||
// for hash UUID use
|
||||
std::string baseName = Utils::RemoveExtension(fileName);
|
||||
std::string extension = Utils::GetExtension(fileName, true);
|
||||
std::string finalFilename = fileName;
|
||||
std::string finalPath = directory->FilePath + "/" + finalFilename;
|
||||
|
||||
int counter = 1;
|
||||
while (AssetsManager::GetAssetHandleFromFilePath(finalPath) != 0)
|
||||
{
|
||||
UpdateCurrentDirectory(m_CurrentDirHandle);
|
||||
m_SelectedAssets.Select(createdDirectory->Handle);
|
||||
memset(m_InputBuffer, 0, MAX_INPUT_BUFFER_LENGTH);
|
||||
memcpy(m_InputBuffer, createdDirectory->FileName.c_str(), createdDirectory->FileName.size());
|
||||
m_RenamingSelected = true;
|
||||
finalFilename = baseName + "_" + std::to_string(counter++) + extension;
|
||||
finalPath = directory->FilePath + "/" + finalFilename;
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
AssetsManager::CreateAsset<PBRMaterialAsset>(finalFilename, AssetType::Material, m_CurrentDirHandle);
|
||||
UpdateCurrentDirectory(m_CurrentDirHandle);
|
||||
}
|
||||
|
||||
if (ImGui::MenuItem("Physics Material"))
|
||||
{
|
||||
const std::string fileName = "PhysicsMaterial.hpm";
|
||||
const auto& directory = AssetsManager::GetAsset<Directory>(m_CurrentDirHandle);
|
||||
|
||||
// for hash UUID use
|
||||
std::string baseName = Utils::RemoveExtension(fileName);
|
||||
std::string extension = Utils::GetExtension(fileName, true);
|
||||
std::string finalFilename = fileName;
|
||||
std::string finalPath = directory->FilePath + "/" + finalFilename;
|
||||
|
||||
int counter = 1;
|
||||
while (AssetsManager::GetAssetHandleFromFilePath(finalPath) != 0)
|
||||
{
|
||||
finalFilename = baseName + "_" + std::to_string(counter++) + extension;
|
||||
finalPath = directory->FilePath + "/" + finalFilename;
|
||||
}
|
||||
|
||||
|
||||
AssetsManager::CreateAsset<PhysicsMaterialAsset>(finalFilename, AssetType::PhysicsMaterial, m_CurrentDirHandle, 0.6f, 0.6f, 0.0f);
|
||||
UpdateCurrentDirectory(m_CurrentDirHandle);
|
||||
}
|
||||
|
||||
if (ImGui::MenuItem("Scene"))
|
||||
@ -128,13 +166,23 @@ namespace Prism
|
||||
PM_CORE_INFO("Creating Script...");
|
||||
}
|
||||
|
||||
/*
|
||||
if (ImGui::MenuItem("Prefab"))
|
||||
{
|
||||
PM_CORE_INFO("Creating Prefab...");
|
||||
}
|
||||
*/
|
||||
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::MenuItem("Open In Explorer"))
|
||||
{
|
||||
Ref<Asset> asset = AssetsManager::GetAsset<Asset>(m_CurrentDirHandle);
|
||||
FileSystem::OpenInExplorer(asset->FilePath);
|
||||
}
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::MenuItem("Import"))
|
||||
{
|
||||
@ -146,12 +194,6 @@ namespace Prism
|
||||
UpdateCurrentDirectory(m_CurrentDirHandle);
|
||||
}
|
||||
|
||||
if (ImGui::MenuItem("Physics Material"))
|
||||
{
|
||||
// TODO: use template
|
||||
AssetsManager::CreateAssetPhysicsMaterial("New Physics Material.hpm", AssetType::PhysicsMaterial, m_CurrentDirHandle, 0.6f, 0.6f, 0.0f);
|
||||
UpdateCurrentDirectory(m_CurrentDirHandle);
|
||||
}
|
||||
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
@ -305,6 +347,12 @@ namespace Prism
|
||||
|
||||
if (ImGui::BeginPopupContextItem())
|
||||
{
|
||||
if (ImGui::MenuItem("Open In Explorer"))
|
||||
{
|
||||
FileSystem::OpenInExplorer(asset->FilePath);
|
||||
}
|
||||
ImGui::Separator();
|
||||
|
||||
if (ImGui::MenuItem("Rename"))
|
||||
{
|
||||
m_SelectedAssets.Select(assetHandle);
|
||||
@ -528,7 +576,7 @@ namespace Prism
|
||||
if (ImGui::InputText("##rename_dummy", m_InputBuffer, MAX_INPUT_BUFFER_LENGTH, ImGuiInputTextFlags_EnterReturnsTrue))
|
||||
{
|
||||
PM_CORE_INFO("Renaming to {0}", m_InputBuffer);
|
||||
const std::string filename = m_InputBuffer + Utils::GetExtension(asset->FilePath);
|
||||
const std::string filename = m_InputBuffer;
|
||||
FileSystem::Rename(asset->FilePath, filename);
|
||||
m_RenamingSelected = false;
|
||||
m_SelectedAssets.Clear();
|
||||
|
||||
@ -13,6 +13,12 @@ namespace Prism
|
||||
PhysicsMaterialEditor::PhysicsMaterialEditor()
|
||||
: AssetEditor("Edit Physics Material") {}
|
||||
|
||||
void PhysicsMaterialEditor::SetAsset(const Ref<Asset>& asset)
|
||||
{
|
||||
if (m_Asset) AssetSerializer::SerializeAsset(m_Asset);
|
||||
m_Asset = static_cast<Ref<PhysicsMaterialAsset>>(asset);
|
||||
}
|
||||
|
||||
void PhysicsMaterialEditor::Render()
|
||||
{
|
||||
if (!m_Asset)
|
||||
@ -37,6 +43,12 @@ namespace Prism
|
||||
SetMaxSize(500, 1000);
|
||||
}
|
||||
|
||||
void TextureViewer::SetAsset(const Ref<Asset>& asset)
|
||||
{
|
||||
if (m_Asset) AssetSerializer::SerializeAsset(m_Asset);
|
||||
m_Asset = static_cast<Ref<Texture>>(asset);
|
||||
}
|
||||
|
||||
void TextureViewer::Render()
|
||||
{
|
||||
if (!m_Asset)
|
||||
@ -58,4 +70,214 @@ namespace Prism
|
||||
UI::EndPropertyGrid();
|
||||
}
|
||||
|
||||
PBRMaterialEditor::PBRMaterialEditor() : AssetEditor("Material Editor")
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
// 辅助函数:绘制纹理拖拽槽
|
||||
void DrawTextureSlot(Ref<Texture2D>& texture, const std::function<void(Ref<Texture2D>)>& onDrop)
|
||||
{
|
||||
static Ref<Texture2D> s_Checkerboard = nullptr;
|
||||
if (!s_Checkerboard)
|
||||
s_Checkerboard = AssetsManager::GetAsset<Texture2D>("assets/editor/Checkerboard.tga");
|
||||
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(10, 10));
|
||||
ImGui::Image(texture ? (ImTextureID)(intptr_t)texture->GetRendererID() : (ImTextureID)(intptr_t)s_Checkerboard->GetRendererID(),
|
||||
ImVec2(64, 64));
|
||||
ImGui::PopStyleVar();
|
||||
|
||||
if (ImGui::BeginDragDropTarget())
|
||||
{
|
||||
if (const auto data = ImGui::AcceptDragDropPayload("asset_payload"))
|
||||
{
|
||||
AssetHandle assetHandle = *(AssetHandle*)data->Data;
|
||||
if (AssetsManager::IsAssetType(assetHandle, AssetType::Texture))
|
||||
{
|
||||
Ref<Texture2D> newTex = AssetsManager::GetAsset<Texture2D>(assetHandle);
|
||||
if (onDrop) onDrop(newTex);
|
||||
}
|
||||
}
|
||||
ImGui::EndDragDropTarget();
|
||||
}
|
||||
|
||||
if (ImGui::IsItemHovered())
|
||||
{
|
||||
if (texture)
|
||||
{
|
||||
ImGui::BeginTooltip();
|
||||
ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
|
||||
ImGui::TextUnformatted(texture->GetPath().c_str());
|
||||
ImGui::PopTextWrapPos();
|
||||
ImGui::Image((ImTextureID)(intptr_t)texture->GetRendererID(), ImVec2(384, 384));
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
|
||||
/*
|
||||
// TODO: how to solve this
|
||||
if (ImGui::IsItemClicked(ImGuiMouseButton_Left))
|
||||
{
|
||||
std::string filename = FileSystem::OpenFileSelector("*.png;*.tga;*.jpg;*.jpeg");
|
||||
if (!filename.empty())
|
||||
{
|
||||
Ref<Texture2D> newTex = Texture2D::Create(filename);
|
||||
if (onDrop) onDrop(newTex);
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void PBRMaterialEditor::SetAsset(const Ref<Asset>& asset)
|
||||
{
|
||||
if (m_Asset)
|
||||
{
|
||||
if (m_Asset->Handle == asset->Handle) return;
|
||||
if (AssetsManager::IsAssetHandleValid(m_Asset->Handle))
|
||||
AssetSerializer::SerializeAsset(m_Asset);
|
||||
}
|
||||
m_Asset = static_cast<Ref<PBRMaterialAsset>>(asset);
|
||||
}
|
||||
|
||||
void PBRMaterialEditor::Render()
|
||||
{
|
||||
if (!m_Asset) return;
|
||||
|
||||
auto& material = m_Asset;
|
||||
|
||||
if (ImGui::BeginTabBar("MaterialProperties", ImGuiTabBarFlags_None))
|
||||
{
|
||||
// ==================== Parameters ====================
|
||||
if (ImGui::BeginTabItem("Parameters"))
|
||||
{
|
||||
ImGui::Spacing();
|
||||
|
||||
if (ImGui::CollapsingHeader("Albedo", ImGuiTreeNodeFlags_DefaultOpen))
|
||||
{
|
||||
ImGui::Indent();
|
||||
|
||||
if (ImGui::ColorEdit3("Color##Albedo", glm::value_ptr(material->AlbedoColor)))
|
||||
{
|
||||
m_Asset->IsDirty = true;
|
||||
}
|
||||
|
||||
bool useAlbedoMap = (material->AlbedoTexToggle > 0.5f);
|
||||
if (ImGui::Checkbox("Use Texture##Albedo", &useAlbedoMap))
|
||||
{
|
||||
material->AlbedoTexToggle = useAlbedoMap ? 1.0f : 0.0f;
|
||||
m_Asset->IsDirty = true;
|
||||
}
|
||||
|
||||
DrawTextureSlot(material->AlbedoTexture, [&](const Ref<Texture2D>& newTex) {
|
||||
material->AlbedoTexture = newTex;
|
||||
material->AlbedoTexToggle = true;
|
||||
m_Asset->IsDirty = true;
|
||||
});
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("Albedo Texture");
|
||||
|
||||
ImGui::Unindent();
|
||||
}
|
||||
|
||||
// Normal Map
|
||||
if (ImGui::CollapsingHeader("Normal Map", ImGuiTreeNodeFlags_DefaultOpen))
|
||||
{
|
||||
ImGui::Indent();
|
||||
|
||||
bool useNormalMap = (material->NormalTexToggle > 0.5f);
|
||||
if (ImGui::Checkbox("Use Texture##Normal", &useNormalMap))
|
||||
{
|
||||
material->NormalTexToggle = useNormalMap ? 1.0f : 0.0f;
|
||||
m_Asset->IsDirty = true;
|
||||
}
|
||||
|
||||
DrawTextureSlot(material->NormalTexture, [&](const Ref<Texture2D>& newTex) {
|
||||
material->NormalTexture = newTex;
|
||||
material->NormalTexToggle = true;
|
||||
m_Asset->IsDirty = true;
|
||||
});
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("Normal Texture");
|
||||
|
||||
ImGui::Unindent();
|
||||
}
|
||||
|
||||
// Metalness
|
||||
if (ImGui::CollapsingHeader("Metalness", ImGuiTreeNodeFlags_DefaultOpen))
|
||||
{
|
||||
ImGui::Indent();
|
||||
|
||||
if (ImGui::SliderFloat("Value##Metalness", &material->Metalness, 0.0f, 1.0f))
|
||||
{
|
||||
// 自动保存
|
||||
m_Asset->IsDirty = true;
|
||||
}
|
||||
|
||||
bool useMetalnessMap = (material->MetalnessTexToggle > 0.5f);
|
||||
if (ImGui::Checkbox("Use Texture##Metalness", &useMetalnessMap))
|
||||
{
|
||||
material->MetalnessTexToggle = useMetalnessMap ? 1.0f : 0.0f;
|
||||
m_Asset->IsDirty = true;
|
||||
}
|
||||
|
||||
DrawTextureSlot(material->MetalnessTexture, [&](const Ref<Texture2D>& newTex) {
|
||||
material->MetalnessTexture = newTex;
|
||||
material->MetalnessTexToggle = true;
|
||||
m_Asset->IsDirty = true;
|
||||
});
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("Metalness Texture");
|
||||
|
||||
ImGui::Unindent();
|
||||
}
|
||||
|
||||
// Roughness
|
||||
if (ImGui::CollapsingHeader("Roughness", ImGuiTreeNodeFlags_DefaultOpen))
|
||||
{
|
||||
ImGui::Indent();
|
||||
|
||||
if (ImGui::SliderFloat("Value##Roughness", &material->Roughness, 0.0f, 1.0f))
|
||||
{
|
||||
// 自动保存
|
||||
m_Asset->IsDirty = true;
|
||||
}
|
||||
|
||||
bool useRoughnessMap = (material->RoughnessTexToggle > 0.5f);
|
||||
if (ImGui::Checkbox("Use Texture##Roughness", &useRoughnessMap))
|
||||
{
|
||||
material->RoughnessTexToggle = useRoughnessMap ? 1.0f : 0.0f;
|
||||
m_Asset->IsDirty = true;
|
||||
}
|
||||
|
||||
DrawTextureSlot(material->RoughnessTexture, [&](const Ref<Texture2D>& newTex) {
|
||||
material->RoughnessTexture = newTex;
|
||||
material->RoughnessTexToggle = true;
|
||||
m_Asset->IsDirty = true;
|
||||
});
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("Roughness Texture");
|
||||
|
||||
ImGui::Unindent();
|
||||
}
|
||||
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
// ==================== 预览 ====================
|
||||
if (ImGui::BeginTabItem("Preview"))
|
||||
{
|
||||
// 简单显示纹理预览
|
||||
if (material->AlbedoTexture)
|
||||
{
|
||||
ImGui::Text("Albedo Preview");
|
||||
ImGui::Image((ImTextureID)(intptr_t)material->AlbedoTexture->GetRendererID(), ImVec2(128, 128));
|
||||
}
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
ImGui::EndTabBar();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@ -15,14 +15,14 @@ namespace Prism
|
||||
public:
|
||||
PhysicsMaterialEditor();
|
||||
|
||||
virtual Ref<Asset> GetAsset() override { return m_Asset; }
|
||||
virtual void SetAsset(const Ref<Asset>& asset) override { m_Asset = (Ref<PhysicsMaterial>)asset; }
|
||||
Ref<Asset> GetAsset() override { return m_Asset; }
|
||||
void SetAsset(const Ref<Asset>& asset) override;
|
||||
|
||||
private:
|
||||
virtual void Render() override;
|
||||
void Render() override;
|
||||
|
||||
private:
|
||||
Ref<PhysicsMaterial> m_Asset;
|
||||
Ref<PhysicsMaterialAsset> m_Asset;
|
||||
};
|
||||
|
||||
class TextureViewer : public AssetEditor
|
||||
@ -30,16 +30,31 @@ namespace Prism
|
||||
public:
|
||||
TextureViewer();
|
||||
|
||||
virtual Ref<Asset> GetAsset() override { return m_Asset; }
|
||||
virtual void SetAsset(const Ref<Asset>& asset) override { m_Asset = static_cast<Ref<Texture>>(asset); }
|
||||
Ref<Asset> GetAsset() override { return m_Asset; }
|
||||
void SetAsset(const Ref<Asset>& asset) override;
|
||||
|
||||
private:
|
||||
virtual void Render() override;
|
||||
void Render() override;
|
||||
|
||||
private:
|
||||
Ref<Texture> m_Asset;
|
||||
};
|
||||
|
||||
class PBRMaterialEditor : public AssetEditor
|
||||
{
|
||||
public:
|
||||
PBRMaterialEditor();
|
||||
|
||||
Ref<Asset> GetAsset() override { return m_Asset; }
|
||||
void SetAsset(const Ref<Asset>& asset) override;
|
||||
|
||||
private:
|
||||
void Render() override;
|
||||
|
||||
private:
|
||||
Ref<PBRMaterialAsset> m_Asset;
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif //PRISM_DEFAULTASSETEDITORS_H
|
||||
@ -14,6 +14,7 @@
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
#include <glm/gtx/matrix_decompose.hpp>
|
||||
|
||||
#include "AssetEditorPanel.h"
|
||||
#include "Prism/Core/Application.h"
|
||||
#include "Prism/Core/Math/Math.h"
|
||||
#include "Prism/Physics/PhysicsLayer.h"
|
||||
@ -547,7 +548,7 @@ namespace Prism
|
||||
template<typename T, typename UIFunction>
|
||||
static void DrawComponent(const std::string& name, Entity entity, UIFunction uiFunction)
|
||||
{
|
||||
const ImGuiTreeNodeFlags treeNodeFlags = ImGuiTreeNodeFlags_DefaultOpen |
|
||||
constexpr ImGuiTreeNodeFlags treeNodeFlags = ImGuiTreeNodeFlags_DefaultOpen |
|
||||
ImGuiTreeNodeFlags_Framed |
|
||||
ImGuiTreeNodeFlags_SpanAvailWidth |
|
||||
ImGuiTreeNodeFlags_AllowOverlap |
|
||||
@ -886,13 +887,50 @@ namespace Prism
|
||||
DrawComponent<MeshComponent>("Mesh", entity, [](MeshComponent& meshComponent) {
|
||||
|
||||
UI::BeginPropertyGrid();
|
||||
UI::PropertyAssetReference("Mesh", meshComponent.Mesh, AssetType::Mesh);
|
||||
// UI::Property("AnimationPlaying", meshComponent.Mesh->m_AnimationPlaying);
|
||||
// UI::Property("TimeMultiple", meshComponent.Mesh->m_TimeMultiplier);
|
||||
// UI::Property("AnimationTime", meshComponent.Mesh->m_AnimationTime);
|
||||
// UI::Property("WorldTime", meshComponent.Mesh->m_WorldTime);
|
||||
|
||||
if (UI::PropertyAssetReference("Mesh", meshComponent.Mesh, AssetType::Mesh))
|
||||
{
|
||||
meshComponent.MaterialInstances.clear();
|
||||
meshComponent.MaterialDescs.clear();
|
||||
const auto& materialInstances = meshComponent.Mesh->GetMaterials();
|
||||
for (uint32_t i = 0; i < materialInstances.size(); i++)
|
||||
{
|
||||
Ref<MaterialInstance> materialInstance = MaterialInstance::Copy(materialInstances[i]);
|
||||
meshComponent.MaterialInstances.push_back(materialInstance);
|
||||
}
|
||||
meshComponent.MaterialDescs.resize(materialInstances.size());
|
||||
}
|
||||
UI::EndPropertyGrid();
|
||||
|
||||
for (auto i = 0; i < meshComponent.MaterialDescs.size(); i++)
|
||||
{
|
||||
|
||||
// TODO: 这里通过 MaterialDesc进行存储信息,然后修改后由此处更新MaterialInstances,同时还缺少一个在MeshComponent中MaterialDesc的序列化
|
||||
if (UI::BeginTreeNode((std::string("Slot ") + std::to_string(i)).c_str()))
|
||||
{
|
||||
UI::BeginPropertyGrid();
|
||||
if (meshComponent.MaterialDescs[i])
|
||||
{
|
||||
if (ImGui::Button("X"))
|
||||
{
|
||||
meshComponent.MaterialDescs[i] = nullptr;
|
||||
meshComponent.UpdateMaterials(i);
|
||||
}
|
||||
ImGui::SameLine();
|
||||
}
|
||||
|
||||
if (ImGui::Button("Edit")) AssetEditorPanel::OpenEditor(meshComponent.MaterialDescs[i]);
|
||||
ImGui::SameLine();
|
||||
if (UI::PropertyAssetReference(meshComponent.MaterialInstances[i]->GetName().c_str(), meshComponent.MaterialDescs[i], AssetType::Material))
|
||||
{
|
||||
meshComponent.UpdateMaterials(-1, true);
|
||||
}
|
||||
UI::EndPropertyGrid();
|
||||
|
||||
UI::EndTreeNode();
|
||||
}
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
DrawComponent<AnimationComponent>("AnimatorController", entity, [this](AnimationComponent& animatorComponent)
|
||||
@ -1360,7 +1398,7 @@ namespace Prism
|
||||
|
||||
if (UI::Property("Size", bcc.Size))
|
||||
{
|
||||
bcc.DebugMesh = MeshFactory::CreateBox(bcc.Size);
|
||||
bcc.DebugMesh = MeshFactory::CreateBox(bcc.Size * 2.0f);
|
||||
}
|
||||
|
||||
UI::Property("IsTrigger", bcc.IsTrigger);
|
||||
|
||||
@ -11,6 +11,8 @@
|
||||
#include "Prism/Script/ScriptEngine.h"
|
||||
#include <glm/gtx/compatibility.hpp>
|
||||
|
||||
#include "glm/gtx/euler_angles.hpp"
|
||||
|
||||
namespace Prism
|
||||
{
|
||||
PhysicsActor::PhysicsActor(Entity entity)
|
||||
@ -177,15 +179,24 @@ namespace Prism
|
||||
Ref<Scene> scene = Scene::GetScene(m_Entity.GetSceneUUID());
|
||||
glm::mat4 transform = scene->GetTransformRelativeToParent(m_Entity);
|
||||
|
||||
if (m_RigidBody.BodyType == RigidBodyComponent::Type::Static)
|
||||
{
|
||||
m_ActorInternal = physics.createRigidStatic(ToPhysXTransform(transform));
|
||||
}
|
||||
else
|
||||
glm::vec3 translation, rotationEuler, scale;
|
||||
Math::DecomposeTransform(transform, translation, rotationEuler, scale);
|
||||
|
||||
const glm::mat4 rotMat = glm::eulerAngleYXZ(rotationEuler.y, rotationEuler.x, rotationEuler.z);
|
||||
const glm::quat rotationQuat = glm::quat_cast(rotMat);
|
||||
|
||||
physx::PxTransform pxTransform(ToPhysXVector(translation), ToPhysXQuat(rotationQuat));
|
||||
|
||||
// PhysicsActor::Initialize 中
|
||||
m_WorldScale = scale;
|
||||
|
||||
|
||||
if (IsDynamic())
|
||||
{
|
||||
|
||||
const PhysicsSettings& settings = Physics3D::GetSettings();
|
||||
|
||||
physx::PxRigidDynamic* actor = physics.createRigidDynamic(ToPhysXTransform(transform));
|
||||
physx::PxRigidDynamic* actor = physics.createRigidDynamic(pxTransform);
|
||||
actor->setLinearDamping(m_RigidBody.LinearDrag);
|
||||
actor->setAngularDamping(m_RigidBody.AngularDrag);
|
||||
actor->setRigidBodyFlag(physx::PxRigidBodyFlag::eKINEMATIC, m_RigidBody.IsKinematic);
|
||||
@ -198,15 +209,26 @@ namespace Prism
|
||||
actor->setActorFlag(physx::PxActorFlag::eDISABLE_GRAVITY, m_RigidBody.DisableGravity);
|
||||
actor->setSolverIterationCounts(settings.SolverIterations, settings.SolverVelocityIterations);
|
||||
|
||||
physx::PxRigidBodyExt::setMassAndUpdateInertia(*actor, m_RigidBody.Mass);
|
||||
m_ActorInternal = actor;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_ActorInternal = physics.createRigidStatic(pxTransform);
|
||||
}
|
||||
|
||||
// Add Collider
|
||||
if (m_Entity.HasComponent<BoxColliderComponent>()) PhysicsWrappers::AddBoxCollider(*this);
|
||||
if (m_Entity.HasComponent<SphereColliderComponent>()) PhysicsWrappers::AddSphereCollider(*this);
|
||||
if (m_Entity.HasComponent<CapsuleColliderComponent>()) PhysicsWrappers::AddCapsuleCollider(*this);
|
||||
if (m_Entity.HasComponent<MeshColliderComponent>()) PhysicsWrappers::AddMeshCollider(*this);
|
||||
|
||||
|
||||
if (IsDynamic())
|
||||
{
|
||||
auto* dynamicActor = static_cast<physx::PxRigidDynamic*>(m_ActorInternal);
|
||||
physx::PxRigidBodyExt::setMassAndUpdateInertia(*dynamicActor, m_RigidBody.Mass);
|
||||
}
|
||||
|
||||
if (!PhysicsLayerManager::IsLayerValid(m_RigidBody.Layer))
|
||||
m_RigidBody.Layer = 0;
|
||||
|
||||
|
||||
@ -49,6 +49,8 @@ namespace Prism
|
||||
|
||||
Entity& GetEntity() { return m_Entity; }
|
||||
|
||||
glm::vec3 GetWorldScale() const { return m_WorldScale; }
|
||||
|
||||
private:
|
||||
void Initialize();
|
||||
void Spawn() const;
|
||||
@ -64,6 +66,8 @@ namespace Prism
|
||||
|
||||
physx::PxRigidActor* m_ActorInternal;
|
||||
|
||||
glm::vec3 m_WorldScale = glm::vec3(1.0f);
|
||||
|
||||
friend class Physics3D;
|
||||
friend class PhysicsWrappers;
|
||||
|
||||
|
||||
@ -36,12 +36,12 @@ namespace Prism
|
||||
|
||||
physx::PxVec3 ToPhysXVector(const glm::vec3& vector)
|
||||
{
|
||||
return *(physx::PxVec3*)&vector;
|
||||
return physx::PxVec3(vector.x, vector.y, vector.z);
|
||||
}
|
||||
|
||||
physx::PxVec4 ToPhysXVector(const glm::vec4& vector)
|
||||
{
|
||||
return *(physx::PxVec4*)&vector;
|
||||
return physx::PxVec4(vector.x, vector.y, vector.z, vector.w);
|
||||
}
|
||||
|
||||
physx::PxQuat ToPhysXQuat(const glm::quat& quat)
|
||||
|
||||
@ -184,16 +184,11 @@ namespace Prism
|
||||
auto& collider = actor.m_Entity.GetComponent<BoxColliderComponent>();
|
||||
|
||||
if (!collider.Material)
|
||||
collider.Material = Ref<PhysicsMaterial>::Create(0.6F, 0.6F, 0.0f);
|
||||
collider.Material = Ref<PhysicsMaterialAsset>::Create(0.6F, 0.6F, 0.0f);
|
||||
|
||||
const glm::vec3 scale = actor.m_Entity.Transform().Scale;
|
||||
glm::vec3 colliderSize = collider.Size;
|
||||
glm::vec3 colliderSize = collider.Size * actor.GetWorldScale();
|
||||
|
||||
if (scale.x != 0.0f) colliderSize.x *= scale.x;
|
||||
if (scale.y != 0.0f) colliderSize.y *= scale.y;
|
||||
if (scale.z != 0.0f) colliderSize.z *= scale.z;
|
||||
|
||||
const auto boxGeometry = physx::PxBoxGeometry(colliderSize.x / 2.0f, colliderSize.y / 2.0f, colliderSize.z / 2.0f);
|
||||
const auto boxGeometry = physx::PxBoxGeometry(colliderSize.x, colliderSize.y, colliderSize.z);
|
||||
const physx::PxMaterial* material = s_Physics->createMaterial(collider.Material->StaticFriction, collider.Material->DynamicFriction, collider.Material->Bounciness);
|
||||
physx::PxShape* shape = physx::PxRigidActorExt::createExclusiveShape(*actor.m_ActorInternal, boxGeometry, *material);
|
||||
|
||||
@ -207,7 +202,7 @@ namespace Prism
|
||||
{
|
||||
auto& collider = actor.m_Entity.GetComponent<SphereColliderComponent>();
|
||||
if (!collider.Material)
|
||||
collider.Material = Ref<PhysicsMaterial>::Create(0.6F, 0.6F, 0.0f);
|
||||
collider.Material = Ref<PhysicsMaterialAsset>::Create(0.6F, 0.6F, 0.0f);
|
||||
|
||||
const glm::vec3 scale = actor.m_Entity.Transform().Scale;
|
||||
float colliderRadius = collider.Radius;
|
||||
@ -227,7 +222,7 @@ namespace Prism
|
||||
{
|
||||
auto& collider = actor.m_Entity.GetComponent<CapsuleColliderComponent>();
|
||||
if (!collider.Material)
|
||||
collider.Material = Ref<PhysicsMaterial>::Create(0.6F, 0.6F, 0.0f);
|
||||
collider.Material = Ref<PhysicsMaterialAsset>::Create(0.6F, 0.6F, 0.0f);
|
||||
|
||||
const glm::vec3 scale = actor.m_Entity.Transform().Scale;
|
||||
float colliderRadius = collider.Radius;
|
||||
@ -255,7 +250,7 @@ namespace Prism
|
||||
{
|
||||
auto& collider = actor.m_Entity.GetComponent<MeshColliderComponent>();
|
||||
if (!collider.Material)
|
||||
collider.Material = Ref<PhysicsMaterial>::Create(0.6f, 0.6f, 0.0f);
|
||||
collider.Material = Ref<PhysicsMaterialAsset>::Create(0.6f, 0.6f, 0.0f);
|
||||
|
||||
glm::vec3 scale = actor.m_Entity.Transform().Scale;
|
||||
physx::PxMaterial* material = s_Physics->createMaterial(collider.Material->StaticFriction, collider.Material->DynamicFriction, collider.Material->Bounciness);
|
||||
|
||||
@ -15,8 +15,8 @@ namespace Prism
|
||||
OpenGLRenderPass(const RenderPassSpecification& spec);
|
||||
virtual ~OpenGLRenderPass();
|
||||
|
||||
virtual RenderPassSpecification& GetSpecification() override { return m_Spec; }
|
||||
virtual const RenderPassSpecification& GetSpecification() const { return m_Spec; }
|
||||
RenderPassSpecification& GetSpecification() override { return m_Spec; }
|
||||
const RenderPassSpecification& GetSpecification() const override { return m_Spec; }
|
||||
|
||||
private:
|
||||
RenderPassSpecification m_Spec;
|
||||
|
||||
@ -157,10 +157,13 @@ namespace Prism
|
||||
glClearColor(r, g, b, a);
|
||||
}
|
||||
|
||||
void RendererAPI::DrawIndexed(uint32_t count, PrimitiveType type, bool depthTest, bool faceCulling)
|
||||
void RendererAPI::DrawIndexed(const uint32_t count, const PrimitiveType type, const bool depthTest, const bool faceCulling)
|
||||
{
|
||||
if (!depthTest)
|
||||
{
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
GLenum glPrimitiveType = 0;
|
||||
switch (type)
|
||||
@ -181,7 +184,10 @@ namespace Prism
|
||||
glDrawElements(glPrimitiveType, count, GL_UNSIGNED_INT, nullptr);
|
||||
|
||||
if (!depthTest)
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
}
|
||||
}
|
||||
|
||||
void RendererAPI::SetLineThickness(const float thickness)
|
||||
|
||||
@ -54,7 +54,7 @@ namespace Prism
|
||||
// Texture2D
|
||||
// ******************************************
|
||||
|
||||
OpenGLTexture2D::OpenGLTexture2D(TextureFormat format, uint32_t width, uint32_t height, TextureWrap wrap)
|
||||
OpenGLTexture2D::OpenGLTexture2D(const TextureFormat format, const uint32_t width, const uint32_t height, const TextureWrap wrap)
|
||||
: m_Format(format), m_Width(width), m_Height(height), m_Wrap(wrap)
|
||||
{
|
||||
Ref<OpenGLTexture2D> instance = this;
|
||||
@ -83,6 +83,53 @@ namespace Prism
|
||||
m_ImageData.Allocate(width * height * GetBPP(m_Format));
|
||||
}
|
||||
|
||||
OpenGLTexture2D::OpenGLTexture2D(const TextureFormat format, const uint32_t width, const uint32_t height, const void* data, const TextureWrap wrap)
|
||||
: m_Format(format), m_Width(width), m_Height(height), m_Wrap(wrap)
|
||||
{
|
||||
// 计算图像数据大小(假设是 RGBA8,或根据格式动态计算)
|
||||
uint32_t bpp = GetBPP(format);
|
||||
uint32_t dataSize = width * height * bpp;
|
||||
|
||||
// 保存一份数据到 CPU 缓冲区(供后续可能的读取)
|
||||
if (data)
|
||||
{
|
||||
m_ImageData.Allocate(dataSize);
|
||||
memcpy(m_ImageData.Data, data, dataSize);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_ImageData.Allocate(dataSize);
|
||||
memset(m_ImageData.Data, 0, dataSize); // 可选:初始化为0
|
||||
}
|
||||
|
||||
Ref<OpenGLTexture2D> instance = this;
|
||||
Renderer::Submit([instance]() mutable {
|
||||
glGenTextures(1, &instance->m_RendererID);
|
||||
glBindTexture(GL_TEXTURE_2D, instance->m_RendererID);
|
||||
|
||||
// 设置纹理参数
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
GLint wrap = instance->m_Wrap == TextureWrap::Clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT;
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap);
|
||||
glTextureParameterf(instance->m_RendererID, GL_TEXTURE_MAX_ANISOTROPY, RendererAPI::GetCapabilities().MaxAnisotropy);
|
||||
|
||||
// 上传数据(如果已有数据则使用,否则传 nullptr 创建空纹理)
|
||||
glTexImage2D(GL_TEXTURE_2D, 0,
|
||||
SizedInternalFormat(instance->m_Format),
|
||||
(GLint)instance->m_Width, (GLint)instance->m_Height, 0,
|
||||
ImageFormat(instance->m_Format),
|
||||
DataType(instance->m_Format),
|
||||
instance->m_ImageData.Data); // 这里传入数据指针
|
||||
|
||||
// 如果需要生成 mipmap,取消注释下一行
|
||||
// glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
OpenGLTexture2D::OpenGLTexture2D(const std::string& path, bool srgb)
|
||||
: m_FilePath(path)
|
||||
|
||||
@ -14,6 +14,7 @@ namespace Prism
|
||||
{
|
||||
public:
|
||||
OpenGLTexture2D(TextureFormat format, uint32_t width, uint32_t height, TextureWrap wrap);
|
||||
OpenGLTexture2D(TextureFormat format, uint32_t width, uint32_t height, const void* data, TextureWrap wrap = TextureWrap::Clamp);
|
||||
OpenGLTexture2D(const std::string& path, bool srgb);
|
||||
virtual ~OpenGLTexture2D();
|
||||
|
||||
|
||||
@ -16,6 +16,7 @@
|
||||
#include "Prism/Core/Application.h"
|
||||
|
||||
#include "efsw/efsw.hpp"
|
||||
#include "Prism/Utilities/StringUtils.h"
|
||||
|
||||
namespace Prism
|
||||
{
|
||||
@ -30,22 +31,22 @@ namespace Prism
|
||||
public:
|
||||
void handleFileAction(efsw::WatchID watchid,
|
||||
const std::string& dir,
|
||||
const std::string& filename,
|
||||
const std::string& filepath,
|
||||
efsw::Action action,
|
||||
std::string oldFilename = "") override
|
||||
std::string oldFilepath = "") override
|
||||
{
|
||||
// 如果引擎自身操作设置了忽略标志,则跳过本次事件
|
||||
if (FileSystem::s_IgnoreNextChange.load())
|
||||
return;
|
||||
|
||||
std::string fullPath = (std::filesystem::path(dir) / filename).string();
|
||||
std::string fullPath = (std::filesystem::path(dir) / filepath).string();
|
||||
|
||||
std::replace(fullPath.begin(), fullPath.end(), '\\', '/');
|
||||
fullPath = Utils::NormalizePath(fullPath);
|
||||
|
||||
FileSystemChangedEvent e;
|
||||
e.FilePath = fullPath;
|
||||
e.NewName = filename;
|
||||
e.OldName = oldFilename; // efsw 在重命名时会提供旧文件名
|
||||
e.NewName = Utils::GetFilename(filepath);
|
||||
e.OldName = Utils::GetFilename(oldFilepath); // efsw 在重命名时会提供旧文件名
|
||||
e.IsDirectory = false; // 稍后根据实际情况判断
|
||||
|
||||
// 判断是否为目录(可能抛出异常,使用 error_code 版本)
|
||||
@ -163,6 +164,30 @@ namespace Prism
|
||||
return result ? std::string(result) : std::string();
|
||||
}
|
||||
|
||||
void FileSystem::OpenInExplorer(const std::string& path)
|
||||
{
|
||||
const std::filesystem::path absPath = std::filesystem::absolute(path);
|
||||
if (!std::filesystem::exists(absPath))
|
||||
{
|
||||
PM_CORE_WARN("Path does not exist: {}", path);
|
||||
return;
|
||||
}
|
||||
|
||||
std::string cmd;
|
||||
if (std::filesystem::is_directory(absPath))
|
||||
{
|
||||
// 打开目录
|
||||
cmd = absPath.string();
|
||||
ShellExecuteA(nullptr, "open", "explorer.exe", cmd.c_str(), NULL, SW_SHOW);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 打开并选中文件
|
||||
cmd = "/select, \"" + absPath.string() + "\"";
|
||||
ShellExecuteA(nullptr, "open", "explorer.exe", cmd.c_str(), NULL, SW_SHOW);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool FileSystem::CreateFolder(const std::filesystem::path& filepath)
|
||||
{
|
||||
|
||||
@ -140,6 +140,27 @@ namespace Prism
|
||||
return Ref<MaterialInstance>::Create(material);
|
||||
}
|
||||
|
||||
|
||||
Ref<MaterialInstance> MaterialInstance::Copy(Ref<MaterialInstance> other)
|
||||
{
|
||||
if (!other) return nullptr;
|
||||
|
||||
auto newInstance = Create(other->m_Material);
|
||||
newInstance->m_Name = other->m_Name + "_Override";
|
||||
|
||||
// 复制 uniform 缓冲区
|
||||
newInstance->m_VSUniformStorageBuffer = Buffer::Copy(other->m_VSUniformStorageBuffer.Data, other->m_VSUniformStorageBuffer.GetSize());
|
||||
newInstance->m_PSUniformStorageBuffer = Buffer::Copy(other->m_PSUniformStorageBuffer.Data, other->m_PSUniformStorageBuffer.GetSize());
|
||||
|
||||
// 复制纹理列表(共享纹理引用)
|
||||
newInstance->m_Textures = other->m_Textures;
|
||||
|
||||
// 复制覆盖标记集合
|
||||
newInstance->m_OverriddenValues = other->m_OverriddenValues;
|
||||
|
||||
return newInstance;
|
||||
}
|
||||
|
||||
void MaterialInstance::OnShaderReloaded()
|
||||
{
|
||||
AllocateStorage();
|
||||
|
||||
@ -119,6 +119,11 @@ namespace Prism
|
||||
|
||||
static Ref<MaterialInstance> Create(const Ref<Material>& material);
|
||||
|
||||
/**
|
||||
*
|
||||
* @param other copy other data to a new Data
|
||||
* @return the new Data will as Ref return
|
||||
*/
|
||||
static Ref<MaterialInstance> Copy(Ref<MaterialInstance> other);
|
||||
|
||||
template<typename T>
|
||||
|
||||
@ -64,6 +64,13 @@ namespace Prism
|
||||
return result;
|
||||
}
|
||||
|
||||
static AABB UnionAABB(const AABB& a, const AABB& b) {
|
||||
AABB result;
|
||||
result.Min = glm::min(a.Min, b.Min);
|
||||
result.Max = glm::max(a.Max, b.Max);
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
void AnimatedVertex::AddBoneData(uint32_t BoneID, float Weight)
|
||||
{
|
||||
@ -300,9 +307,9 @@ namespace Prism
|
||||
std::string texturePath = parentPath.string();
|
||||
|
||||
PM_MESH_LOG(" Albedo map path = {0}", texturePath);
|
||||
auto texture = AssetsManager::GetAsset<Texture2D>(texturePath);
|
||||
auto texture = AssetsManager::TryGetAsset<Texture2D>(texturePath);
|
||||
// auto texture = Texture2D::Create(texturePath, true);
|
||||
if (texture->Loaded())
|
||||
if (texture && texture->Loaded())
|
||||
{
|
||||
m_Textures[i] = texture;
|
||||
mi->Set("u_AlbedoTexture", m_Textures[i]);
|
||||
@ -333,9 +340,9 @@ namespace Prism
|
||||
std::string texturePath = parentPath.string();
|
||||
|
||||
PM_MESH_LOG(" Normal map path = {0}", texturePath);
|
||||
auto texture = AssetsManager::GetAsset<Texture2D>(texturePath);
|
||||
auto texture = AssetsManager::TryGetAsset<Texture2D>(texturePath);
|
||||
// auto texture = Texture2D::Create(texturePath);
|
||||
if (texture->Loaded())
|
||||
if (texture && texture->Loaded())
|
||||
{
|
||||
mi->Set("u_NormalTexture", texture);
|
||||
mi->Set("u_NormalTexToggle", 1.0f);
|
||||
@ -362,9 +369,9 @@ namespace Prism
|
||||
std::string texturePath = parentPath.string();
|
||||
|
||||
PM_MESH_LOG(" Roughness map path = {0}", texturePath);
|
||||
auto texture = AssetsManager::GetAsset<Texture2D>(texturePath);
|
||||
auto texture = AssetsManager::TryGetAsset<Texture2D>(texturePath);
|
||||
// auto texture = Texture2D::Create(texturePath);
|
||||
if (texture->Loaded())
|
||||
if (texture && texture->Loaded())
|
||||
{
|
||||
PM_CORE_TRACE(" Roughness map path = {0}", texturePath);
|
||||
mi->Set("u_RoughnessTexture", texture);
|
||||
@ -458,9 +465,9 @@ namespace Prism
|
||||
|
||||
|
||||
PM_MESH_LOG(" Metalness map path = {0}", texturePath);
|
||||
auto texture = AssetsManager::GetAsset<Texture2D>(texturePath);
|
||||
auto texture = AssetsManager::TryGetAsset<Texture2D>(texturePath);
|
||||
// auto texture = Texture2D::Create(texturePath);
|
||||
if (texture->Loaded())
|
||||
if (texture && texture->Loaded())
|
||||
{
|
||||
mi->Set("u_MetalnessTexture", texture);
|
||||
mi->Set("u_MetalnessTexToggle", 1.0f);
|
||||
@ -517,6 +524,32 @@ namespace Prism
|
||||
PipelineSpecification pipelineSpecification;
|
||||
pipelineSpecification.Layout = vertexBufferLayout;
|
||||
m_Pipeline = Pipeline::Create(pipelineSpecification);
|
||||
|
||||
|
||||
if (!m_IsAnimated)
|
||||
{
|
||||
for (const auto& submesh : m_Submeshes) {
|
||||
glm::vec3 corners[8];
|
||||
corners[0] = submesh.Transform * glm::vec4(submesh.BoundingBox.Min, 1.0f);
|
||||
corners[1] = submesh.Transform * glm::vec4(submesh.BoundingBox.Max, 1.0f);
|
||||
corners[2] = submesh.Transform * glm::vec4(glm::vec3(submesh.BoundingBox.Min.x, submesh.BoundingBox.Min.y, submesh.BoundingBox.Max.z), 1.0f);
|
||||
corners[3] = submesh.Transform * glm::vec4(glm::vec3(submesh.BoundingBox.Min.x, submesh.BoundingBox.Max.y, submesh.BoundingBox.Min.z), 1.0f);
|
||||
corners[4] = submesh.Transform * glm::vec4(glm::vec3(submesh.BoundingBox.Min.x, submesh.BoundingBox.Max.y, submesh.BoundingBox.Max.z), 1.0f);
|
||||
corners[5] = submesh.Transform * glm::vec4(glm::vec3(submesh.BoundingBox.Max.x, submesh.BoundingBox.Min.y, submesh.BoundingBox.Min.z), 1.0f);
|
||||
corners[6] = submesh.Transform * glm::vec4(glm::vec3(submesh.BoundingBox.Max.x, submesh.BoundingBox.Min.y, submesh.BoundingBox.Max.z), 1.0f);
|
||||
corners[7] = submesh.Transform * glm::vec4(glm::vec3(submesh.BoundingBox.Max.x, submesh.BoundingBox.Max.y, submesh.BoundingBox.Min.z), 1.0f);
|
||||
|
||||
AABB transformedAABB;
|
||||
transformedAABB.Min = corners[0];
|
||||
transformedAABB.Max = corners[0];
|
||||
for (int i = 1; i < 8; ++i) {
|
||||
transformedAABB.Min = glm::min(transformedAABB.Min, corners[i]);
|
||||
transformedAABB.Max = glm::max(transformedAABB.Max, corners[i]);
|
||||
}
|
||||
|
||||
m_BoundingBox = UnionAABB(m_BoundingBox, transformedAABB);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Mesh::Mesh(const std::vector<Vertex>& vertices, const std::vector<Index>& indices, const glm::mat4& transform)
|
||||
@ -541,6 +574,16 @@ namespace Prism
|
||||
{ ShaderDataType::Float2, "a_TexCoord" },
|
||||
};
|
||||
m_Pipeline = Pipeline::Create(pipelineSpecification);
|
||||
|
||||
|
||||
// boundingbox
|
||||
m_BoundingBox.Min = glm::vec3(FLT_MAX);
|
||||
m_BoundingBox.Max = glm::vec3(-FLT_MAX);
|
||||
for (const auto& vertex : vertices) {
|
||||
glm::vec3 transformedPos = transform * glm::vec4(vertex.Position, 1.0f);
|
||||
m_BoundingBox.Min = glm::min(m_BoundingBox.Min, transformedPos);
|
||||
m_BoundingBox.Max = glm::max(m_BoundingBox.Max, transformedPos);
|
||||
}
|
||||
}
|
||||
|
||||
Mesh::~Mesh() = default;
|
||||
@ -569,6 +612,24 @@ namespace Prism
|
||||
*/
|
||||
}
|
||||
|
||||
void Mesh::TraverseNodes(const aiNode* node, const glm::mat4& parentTransform, uint32_t level)
|
||||
{
|
||||
const glm::mat4 localTransform = parentTransform * Mat4FromAssimpMat4(node->mTransformation);
|
||||
glm::mat4 transform = parentTransform * localTransform;
|
||||
for (uint32_t i = 0; i < node->mNumMeshes; i++)
|
||||
{
|
||||
const uint32_t mesh = node->mMeshes[i];
|
||||
auto& submesh = m_Submeshes[mesh];
|
||||
submesh.NodeName = node->mName.C_Str();
|
||||
submesh.Transform = transform;
|
||||
submesh.LocalTransform = localTransform;
|
||||
}
|
||||
|
||||
for (uint32_t i = 0; i < node->mNumChildren; i++)
|
||||
{
|
||||
TraverseNodes(node->mChildren[i], localTransform, level + 1);
|
||||
}
|
||||
}
|
||||
|
||||
void Mesh::DumpVertexBuffer()
|
||||
{
|
||||
@ -657,24 +718,6 @@ namespace Prism
|
||||
}
|
||||
*/
|
||||
|
||||
void Mesh::TraverseNodes(const aiNode* node, const glm::mat4& parentTransform, uint32_t level)
|
||||
{
|
||||
const glm::mat4 localTransform = parentTransform * Mat4FromAssimpMat4(node->mTransformation);
|
||||
glm::mat4 transform = parentTransform * localTransform;
|
||||
for (uint32_t i = 0; i < node->mNumMeshes; i++)
|
||||
{
|
||||
const uint32_t mesh = node->mMeshes[i];
|
||||
auto& submesh = m_Submeshes[mesh];
|
||||
submesh.NodeName = node->mName.C_Str();
|
||||
submesh.Transform = transform;
|
||||
submesh.LocalTransform = localTransform;
|
||||
}
|
||||
|
||||
for (uint32_t i = 0; i < node->mNumChildren; i++)
|
||||
{
|
||||
TraverseNodes(node->mChildren[i], localTransform, level + 1);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
const aiNodeAnim* Mesh::FindNodeAnim(const aiAnimation* animation, const std::string& nodeName)
|
||||
|
||||
@ -141,6 +141,9 @@ namespace Prism
|
||||
{
|
||||
return m_AnimatorController ? m_AnimatorController->GetFinalBoneTransforms() : m_EmptyTransforms;
|
||||
}
|
||||
|
||||
const AABB& GetBoundingBox() const { return m_BoundingBox; }
|
||||
|
||||
private:
|
||||
void TraverseNodes(const aiNode* node, const glm::mat4& parentTransform = glm::mat4(1.0f), uint32_t level = 0);
|
||||
|
||||
@ -182,6 +185,9 @@ namespace Prism
|
||||
// float m_TimeMultiplier = 1.0f;
|
||||
|
||||
std::string m_FilePath;
|
||||
|
||||
AABB m_BoundingBox;
|
||||
|
||||
private:
|
||||
friend class Renderer;
|
||||
friend class SceneHierarchyPanel;
|
||||
|
||||
@ -20,6 +20,7 @@ namespace Prism
|
||||
virtual ~RenderPass() = default;
|
||||
|
||||
virtual RenderPassSpecification& GetSpecification() = 0;
|
||||
virtual const RenderPassSpecification& GetSpecification() const = 0;
|
||||
|
||||
static Ref<RenderPass> Create(const RenderPassSpecification& spec);
|
||||
};
|
||||
|
||||
@ -42,8 +42,8 @@ namespace Prism
|
||||
// FullScreen Quad
|
||||
static float fullScreenQuadVertex[] = {
|
||||
-1.0f, -1.0f, 0.1f, 0.0f, 0.0f,
|
||||
1.0f, -1.0f, 0.1f, 1.0f, 0.0f,
|
||||
1.0f, 1.0f, 0.1f, 1.0f, 1.0f,
|
||||
1.0f, -1.0f, 0.1f, 1.0f, 0.0f,
|
||||
1.0f, 1.0f, 0.1f, 1.0f, 1.0f,
|
||||
-1.0f, 1.0f, 0.1f, 0.0f, 1.0f
|
||||
};
|
||||
static uint32_t fullScreenQuadIndices[] = {
|
||||
@ -66,7 +66,7 @@ namespace Prism
|
||||
{
|
||||
Submit([]()
|
||||
{
|
||||
RendererAPI::Clear(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
RendererAPI::Clear(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
});
|
||||
}
|
||||
|
||||
@ -81,6 +81,13 @@ namespace Prism
|
||||
{
|
||||
}
|
||||
|
||||
Ref<ShaderLibrary> Renderer::GetShaderLibrary()
|
||||
{
|
||||
return s_Data.m_ShaderLibrary;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Renderer::DrawIndexed(const uint32_t count, const PrimitiveType type, const bool depthTest, bool cullFace)
|
||||
{
|
||||
Submit([=]() {
|
||||
@ -88,13 +95,6 @@ namespace Prism
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
|
||||
Ref<ShaderLibrary> Renderer::GetShaderLibrary()
|
||||
{
|
||||
return s_Data.m_ShaderLibrary;
|
||||
}
|
||||
|
||||
void Renderer::SetLineThickness(const float thickness)
|
||||
{
|
||||
Submit([=]() {
|
||||
@ -135,7 +135,7 @@ namespace Prism
|
||||
void Renderer::SubmitQuad(Ref<MaterialInstance>& material, const glm::mat4& transform)
|
||||
{
|
||||
bool depthTest = true;
|
||||
bool cullFace = true;
|
||||
bool cullFace = true;
|
||||
|
||||
if (material)
|
||||
{
|
||||
@ -172,6 +172,55 @@ namespace Prism
|
||||
Renderer::DrawIndexed(6, PrimitiveType::Triangles, depthTest, cullFace);
|
||||
}
|
||||
|
||||
void Renderer::SubmitMesh(Ref<Mesh>& mesh, const glm::mat4& transform, const std::vector<Ref<MaterialInstance>>& overrideMaterials)
|
||||
{
|
||||
// auto material = overrideMaterial ? overrideMaterial : mesh->GetMaterialInstance();
|
||||
// auto shader = material->GetShader();
|
||||
|
||||
// TODO: Sort this out
|
||||
mesh->m_VertexBuffer->Bind();
|
||||
mesh->m_Pipeline->Bind();
|
||||
mesh->m_IndexBuffer->Bind();
|
||||
|
||||
const auto& materials = mesh->GetMaterials();
|
||||
for (Submesh& submesh : mesh->m_Submeshes)
|
||||
{
|
||||
// Material
|
||||
auto material = overrideMaterials.empty() ? materials[submesh.MaterialIndex] : overrideMaterials[submesh.MaterialIndex];
|
||||
auto shader = material->GetShader();
|
||||
material->Bind();
|
||||
|
||||
if (mesh->m_IsAnimated)
|
||||
{
|
||||
const auto& boneTransform = mesh->GetBoneTransforms();
|
||||
for (size_t i = 0; i < boneTransform.size(); i++)
|
||||
{
|
||||
std::string uniformName = std::string("u_BoneTransforms[") + std::to_string(i) + std::string("]");
|
||||
shader->SetMat4(uniformName, boneTransform[i]);
|
||||
}
|
||||
}
|
||||
shader->SetMat4("u_Transform", transform * submesh.Transform);
|
||||
|
||||
Renderer::Submit([submesh, material]() {
|
||||
if (material->GetFlag(MaterialFlag::DepthTest))
|
||||
{
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
}
|
||||
else
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
|
||||
if (!material->GetFlag(MaterialFlag::TwoSided))
|
||||
glEnable(GL_CULL_FACE);
|
||||
else
|
||||
glDisable(GL_CULL_FACE);
|
||||
|
||||
|
||||
glDrawElementsBaseVertex(GL_TRIANGLES, submesh.IndexCount, GL_UNSIGNED_INT, (void*)(sizeof(uint32_t) * submesh.BaseIndex), submesh.BaseVertex);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::SubmitMesh(Ref<Mesh>& mesh, const glm::mat4& transform, const Ref<MaterialInstance>& overrideMaterial)
|
||||
{
|
||||
// auto material = overrideMaterial ? overrideMaterial : mesh->GetMaterialInstance();
|
||||
@ -246,32 +295,6 @@ namespace Prism
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::DrawAABB(const Ref<Mesh>& mesh, const glm::mat4& transform, const glm::vec4& color)
|
||||
{
|
||||
for (const Submesh& submesh : mesh->m_Submeshes)
|
||||
{
|
||||
const auto& aabb = submesh.BoundingBox;
|
||||
auto aabbTransform = transform * submesh.Transform;
|
||||
DrawAABB(aabb, aabbTransform, color);
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::DispatchCompute(int x, int y, int z)
|
||||
{
|
||||
Submit([x, y, z]()
|
||||
{
|
||||
RendererAPI::DispatchCompute(x, y, z);
|
||||
});
|
||||
}
|
||||
|
||||
void Renderer::MemoryBarrier(int barrier)
|
||||
{
|
||||
Submit([barrier]()
|
||||
{
|
||||
RendererAPI::MemoryBarrier(barrier);
|
||||
});
|
||||
}
|
||||
|
||||
void Renderer::DrawAABB(const AABB& aabb, const glm::mat4& transform, const glm::vec4& color)
|
||||
{
|
||||
glm::vec4 min = { aabb.Min.x, aabb.Min.y, aabb.Min.z, 1.0f };
|
||||
@ -300,6 +323,32 @@ namespace Prism
|
||||
Renderer2D::DrawLine(corners[i], corners[i + 4], color);
|
||||
}
|
||||
|
||||
void Renderer::DrawAABB(const Ref<Mesh>& mesh, const glm::mat4& transform, const glm::vec4& color)
|
||||
{
|
||||
for (const Submesh& submesh : mesh->m_Submeshes)
|
||||
{
|
||||
const auto& aabb = submesh.BoundingBox;
|
||||
auto aabbTransform = transform * submesh.Transform;
|
||||
DrawAABB(aabb, aabbTransform, color);
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::DispatchCompute(int x, int y, int z)
|
||||
{
|
||||
Submit([x, y, z]()
|
||||
{
|
||||
RendererAPI::DispatchCompute(x, y, z);
|
||||
});
|
||||
}
|
||||
|
||||
void Renderer::MemoryBarrier(int barrier)
|
||||
{
|
||||
Submit([barrier]()
|
||||
{
|
||||
RendererAPI::MemoryBarrier(barrier);
|
||||
});
|
||||
}
|
||||
|
||||
RenderCommandQueue& Renderer::GetRenderCommandQueue()
|
||||
{
|
||||
return s_Data.m_CommandQueue;
|
||||
|
||||
@ -54,7 +54,8 @@ namespace Prism
|
||||
|
||||
static void SubmitQuad(Ref<MaterialInstance>& material, const glm::mat4& transform = glm::mat4(1.0f));
|
||||
static void SubmitFullscreenQuad(Ref<MaterialInstance> material);
|
||||
static void SubmitMesh(Ref<Mesh>& mesh, const glm::mat4& transform, const Ref<MaterialInstance>& overrideMaterial = nullptr);
|
||||
static void SubmitMesh(Ref<Mesh>& mesh, const glm::mat4& transform, const std::vector<Ref<MaterialInstance>>& overrideMaterials = {});
|
||||
static void SubmitMesh(Ref<Mesh>& mesh, const glm::mat4& transform, const Ref<MaterialInstance>& overrideMaterial = nullptr);
|
||||
static void SubmitMeshWithShader(Ref<Mesh> mesh, const glm::mat4& transform, Ref<Shader> shader);
|
||||
|
||||
static void DrawAABB(const AABB& aabb, const glm::mat4& transform, const glm::vec4& color = glm::vec4(1.0f));
|
||||
|
||||
@ -100,7 +100,7 @@ namespace Prism
|
||||
struct DrawCommand
|
||||
{
|
||||
Ref<Mesh> mesh;
|
||||
Ref<MaterialInstance> Material;
|
||||
std::vector<Ref<MaterialInstance>> MaterialInstances;
|
||||
glm::mat4 Transform;
|
||||
};
|
||||
std::vector<DrawCommand> DrawList;
|
||||
@ -128,6 +128,7 @@ namespace Prism
|
||||
SceneRendererOptions Options;
|
||||
|
||||
Ref<TextureCube> BlackCubeTexture;
|
||||
Ref<Texture2D> BlackTexture;
|
||||
};
|
||||
|
||||
struct Renderer3DStats
|
||||
@ -267,6 +268,7 @@ namespace Prism
|
||||
|
||||
uint32_t blackTextureData[6] = { 0xff000000, 0xff000000, 0xff000000, 0xff000000, 0xff000000, 0xff000000 };
|
||||
s_Data.BlackCubeTexture = TextureCube::Create(TextureFormat::RGBA, 1, 1, &blackTextureData);
|
||||
s_Data.BlackTexture = Texture2D::Create(TextureFormat::RGBA, 1, 1, &blackTextureData[0]);
|
||||
}
|
||||
|
||||
void Renderer3D::SetViewportSize(const uint32_t width, const uint32_t height)
|
||||
@ -295,39 +297,39 @@ namespace Prism
|
||||
FlushDrawList(renderPass);
|
||||
}
|
||||
|
||||
void Renderer3D::SubmitMesh(const Ref<Mesh>& mesh, const glm::mat4& transform, const Ref<MaterialInstance>& overrideMaterial)
|
||||
void Renderer3D::SubmitMesh(const Ref<Mesh>& mesh, const glm::mat4& transform, const std::vector<Ref<MaterialInstance>>& overrideMaterials)
|
||||
{
|
||||
// TODO: Culling, sorting, etc.
|
||||
|
||||
s_Data.DrawList.push_back({ mesh, overrideMaterial, transform });
|
||||
s_Data.ShadowPassDrawList.push_back({ mesh, overrideMaterial, transform });
|
||||
s_Data.DrawList.push_back({ mesh, overrideMaterials, transform });
|
||||
s_Data.ShadowPassDrawList.push_back({ mesh, overrideMaterials, transform });
|
||||
}
|
||||
|
||||
void Renderer3D::SubmitSelectedMesh(const Ref<Mesh>& mesh, const glm::mat4& transform)
|
||||
void Renderer3D::SubmitSelectedMesh(const Ref<Mesh>& mesh, const glm::mat4& transform, const std::vector<Ref<MaterialInstance>>& overrideMaterials)
|
||||
{
|
||||
s_Data.SelectedMeshDrawList.push_back({ mesh, nullptr, transform });
|
||||
s_Data.ShadowPassDrawList.push_back({ mesh, nullptr, transform });
|
||||
s_Data.SelectedMeshDrawList.push_back({ mesh, overrideMaterials, transform });
|
||||
s_Data.ShadowPassDrawList.push_back({ mesh, overrideMaterials, transform });
|
||||
}
|
||||
|
||||
void Renderer3D::SubmitColliderMesh(const BoxColliderComponent& component, const glm::mat4& parentTransform)
|
||||
{
|
||||
s_Data.ColliderDrawList.push_back({ component.DebugMesh, nullptr, glm::translate(parentTransform, component.Offset)});
|
||||
s_Data.ColliderDrawList.push_back({ component.DebugMesh, {}, glm::translate(parentTransform, component.Offset)});
|
||||
}
|
||||
|
||||
void Renderer3D::SubmitColliderMesh(const SphereColliderComponent& component, const glm::mat4& parentTransform)
|
||||
{
|
||||
s_Data.ColliderDrawList.push_back({ component.DebugMesh, nullptr, parentTransform });
|
||||
s_Data.ColliderDrawList.push_back({ component.DebugMesh, {}, parentTransform });
|
||||
}
|
||||
|
||||
void Renderer3D::SubmitColliderMesh(const CapsuleColliderComponent& component, const glm::mat4& parentTransform)
|
||||
{
|
||||
s_Data.ColliderDrawList.push_back({ component.DebugMesh, nullptr, parentTransform });
|
||||
s_Data.ColliderDrawList.push_back({ component.DebugMesh, {}, parentTransform });
|
||||
}
|
||||
|
||||
void Renderer3D::SubmitColliderMesh(const MeshColliderComponent& component, const glm::mat4& parentTransform)
|
||||
{
|
||||
for (const auto debugMesh : component.ProcessedMeshes)
|
||||
s_Data.ColliderDrawList.push_back({ debugMesh, nullptr, parentTransform });
|
||||
for (const auto& debugMesh : component.ProcessedMeshes)
|
||||
s_Data.ColliderDrawList.push_back({ debugMesh, {}, parentTransform });
|
||||
}
|
||||
|
||||
// TODO: temp
|
||||
@ -451,6 +453,11 @@ namespace Prism
|
||||
return s_Data.BlackCubeTexture;
|
||||
}
|
||||
|
||||
Ref<Texture2D> Renderer3D::GetBlackTexture()
|
||||
{
|
||||
return s_Data.BlackTexture;
|
||||
}
|
||||
|
||||
|
||||
void Renderer3D::FlushDrawList(Ref<RenderPass>& outRenderPass)
|
||||
{
|
||||
@ -468,24 +475,22 @@ namespace Prism
|
||||
Renderer::Submit([] { s_Stats.GeometryPass = s_Stats.GeometryPassTimer.ElapsedMillis(); });
|
||||
}
|
||||
|
||||
ResolveMSAA();
|
||||
|
||||
// Compute average luminance and update exposure (GPU-copy + mipmap -> read 1 texel)
|
||||
{
|
||||
Renderer::Submit([]() { s_Stats.AutoExposurePassTimer.Reset(); });
|
||||
AutoExposurePass();
|
||||
Renderer::Submit([] { s_Stats.AutoExposurePass = s_Stats.AutoExposurePassTimer.ElapsedMillis(); });
|
||||
}
|
||||
|
||||
ResolveMSAA();
|
||||
|
||||
BloomBlurPass();
|
||||
|
||||
OverlayPass();
|
||||
GridPass();
|
||||
|
||||
{
|
||||
Renderer::Submit([]() { s_Stats.CompositePassTimer.Reset(); });
|
||||
CompositePass(outRenderPass);
|
||||
Renderer::Submit([] { s_Stats.CompositePass = s_Stats.CompositePassTimer.ElapsedMillis(); });
|
||||
// BloomBlurPass();
|
||||
}
|
||||
|
||||
s_Data.DrawList.clear();
|
||||
@ -655,19 +660,6 @@ namespace Prism
|
||||
baseMaterial->Set("u_ViewProjectionMatrix", cameraViewProjection);
|
||||
baseMaterial->Set("u_ViewMatrix", sceneCamera.ViewMatrix);
|
||||
baseMaterial->Set("u_CameraPosition", cameraPosition);
|
||||
// baseMaterial->Set("u_LightMatrixCascade0", s_Data.LightMatrices[0]);
|
||||
// baseMaterial->Set("u_LightMatrixCascade1", s_Data.LightMatrices[1]);
|
||||
// baseMaterial->Set("u_LightMatrixCascade2", s_Data.LightMatrices[2]);
|
||||
// baseMaterial->Set("u_LightMatrixCascade3", s_Data.LightMatrices[3]);
|
||||
// baseMaterial->Set("u_ShowCascades", s_Data.ShowCascades);
|
||||
// baseMaterial->Set("u_LightView", s_Data.LightViewMatrix);
|
||||
// baseMaterial->Set("u_CascadeSplits", s_Data.CascadeSplits);
|
||||
// baseMaterial->Set("u_SoftShadows", s_Data.SoftShadows);
|
||||
// baseMaterial->Set("u_LightSize", s_Data.LightSize);
|
||||
// baseMaterial->Set("u_MaxShadowDistance", s_Data.MaxShadowDistance);
|
||||
// baseMaterial->Set("u_ShadowFade", s_Data.ShadowFade);
|
||||
// baseMaterial->Set("u_CascadeFading", s_Data.CascadeFading);
|
||||
// baseMaterial->Set("u_CascadeTransitionFade", s_Data.CascadeTransitionFade);
|
||||
baseMaterial->Set("u_IBLContribution", s_Data.SceneData.SceneEnvironmentIntensity);
|
||||
|
||||
// Environment (TODO: don't do this per mesh)
|
||||
@ -704,38 +696,7 @@ namespace Prism
|
||||
});
|
||||
}
|
||||
|
||||
/*
|
||||
auto rd = baseMaterial->FindResourceDeclaration("u_ShadowMapTexture");
|
||||
if (rd)
|
||||
{
|
||||
auto reg = rd->GetRegister();
|
||||
|
||||
auto tex = s_Data.ShadowMapRenderPass[0]->GetSpecification().TargetFramebuffer->GetDepthAttachmentRendererID();
|
||||
auto tex1 = s_Data.ShadowMapRenderPass[1]->GetSpecification().TargetFramebuffer->GetDepthAttachmentRendererID();
|
||||
auto tex2 = s_Data.ShadowMapRenderPass[2]->GetSpecification().TargetFramebuffer->GetDepthAttachmentRendererID();
|
||||
auto tex3 = s_Data.ShadowMapRenderPass[3]->GetSpecification().TargetFramebuffer->GetDepthAttachmentRendererID();
|
||||
|
||||
Renderer::Submit([reg, tex, tex1, tex2, tex3]() mutable
|
||||
{
|
||||
// 4 cascades
|
||||
glBindTextureUnit(reg, tex);
|
||||
glBindSampler(reg++, s_Data.ShadowMapSampler);
|
||||
|
||||
glBindTextureUnit(reg, tex1);
|
||||
glBindSampler(reg++, s_Data.ShadowMapSampler);
|
||||
|
||||
glBindTextureUnit(reg, tex2);
|
||||
glBindSampler(reg++, s_Data.ShadowMapSampler);
|
||||
|
||||
glBindTextureUnit(reg, tex3);
|
||||
glBindSampler(reg++, s_Data.ShadowMapSampler);
|
||||
});
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
constexpr auto overrideMaterial = nullptr; // dc.Material;
|
||||
Renderer::SubmitMesh(dc.mesh, dc.Transform, overrideMaterial);
|
||||
Renderer::SubmitMesh(dc.mesh, dc.Transform, dc.MaterialInstances);
|
||||
}
|
||||
|
||||
if (outline)
|
||||
@ -752,14 +713,6 @@ namespace Prism
|
||||
baseMaterial->Set("u_ViewProjectionMatrix", cameraViewProjection);
|
||||
baseMaterial->Set("u_ViewMatrix", sceneCamera.ViewMatrix);
|
||||
baseMaterial->Set("u_CameraPosition", cameraPosition);
|
||||
// baseMaterial->Set("u_CascadeSplits", s_Data.CascadeSplits);
|
||||
// baseMaterial->Set("u_ShowCascades", s_Data.ShowCascades);
|
||||
// baseMaterial->Set("u_SoftShadows", s_Data.SoftShadows);
|
||||
// baseMaterial->Set("u_LightSize", s_Data.LightSize);
|
||||
// baseMaterial->Set("u_MaxShadowDistance", s_Data.MaxShadowDistance);
|
||||
// baseMaterial->Set("u_ShadowFade", s_Data.ShadowFade);
|
||||
// baseMaterial->Set("u_CascadeFading", s_Data.CascadeFading);
|
||||
// baseMaterial->Set("u_CascadeTransitionFade", s_Data.CascadeTransitionFade);
|
||||
baseMaterial->Set("u_IBLContribution", s_Data.SceneData.SceneEnvironmentIntensity);
|
||||
|
||||
|
||||
@ -768,11 +721,6 @@ namespace Prism
|
||||
baseMaterial->Set("u_EnvIrradianceTex", s_Data.SceneData.SceneEnvironment->IrradianceMap);
|
||||
baseMaterial->Set("u_BRDFLUTTexture", s_Data.BRDFLUT);
|
||||
|
||||
// baseMaterial->Set("u_LightMatrixCascade0", s_Data.LightMatrices[0]);
|
||||
// baseMaterial->Set("u_LightMatrixCascade1", s_Data.LightMatrices[1]);
|
||||
// baseMaterial->Set("u_LightMatrixCascade2", s_Data.LightMatrices[2]);
|
||||
// baseMaterial->Set("u_LightMatrixCascade3", s_Data.LightMatrices[3]);
|
||||
|
||||
// Set lights (TODO: move to light environment and don't do per mesh)
|
||||
baseMaterial->Set("u_DirectionalLights", s_Data.SceneData.SceneLightEnvironment.DirectionalLights[0]);
|
||||
baseMaterial->Set("u_PointLightCount", s_Data.SceneData.SceneLightEnvironment.PointLightCount);
|
||||
@ -801,37 +749,8 @@ namespace Prism
|
||||
glBindSampler(reg, s_Data.ShadowMapSampler);
|
||||
});
|
||||
}
|
||||
/*
|
||||
auto rd = baseMaterial->FindResourceDeclaration("u_ShadowMapTexture");
|
||||
if (rd)
|
||||
{
|
||||
auto reg = rd->GetRegister();
|
||||
|
||||
auto tex = s_Data.ShadowMapRenderPass[0]->GetSpecification().TargetFramebuffer->GetDepthAttachmentRendererID();
|
||||
auto tex1 = s_Data.ShadowMapRenderPass[1]->GetSpecification().TargetFramebuffer->GetDepthAttachmentRendererID();
|
||||
auto tex2 = s_Data.ShadowMapRenderPass[2]->GetSpecification().TargetFramebuffer->GetDepthAttachmentRendererID();
|
||||
auto tex3 = s_Data.ShadowMapRenderPass[3]->GetSpecification().TargetFramebuffer->GetDepthAttachmentRendererID();
|
||||
|
||||
Renderer::Submit([reg, tex, tex1, tex2, tex3]() mutable
|
||||
{
|
||||
// 4 cascades
|
||||
glBindTextureUnit(reg, tex);
|
||||
glBindSampler(reg++, s_Data.ShadowMapSampler);
|
||||
|
||||
glBindTextureUnit(reg, tex1);
|
||||
glBindSampler(reg++, s_Data.ShadowMapSampler);
|
||||
|
||||
glBindTextureUnit(reg, tex2);
|
||||
glBindSampler(reg++, s_Data.ShadowMapSampler);
|
||||
|
||||
glBindTextureUnit(reg, tex3);
|
||||
glBindSampler(reg++, s_Data.ShadowMapSampler);
|
||||
});
|
||||
}
|
||||
*/
|
||||
|
||||
constexpr auto overrideMaterial = nullptr; // dc.Material;
|
||||
Renderer::SubmitMesh(dc.mesh, dc.Transform, overrideMaterial);
|
||||
Renderer::SubmitMesh(dc.mesh, dc.Transform, dc.MaterialInstances);
|
||||
}
|
||||
|
||||
|
||||
@ -881,9 +800,6 @@ namespace Prism
|
||||
{
|
||||
Renderer::Submit([]()
|
||||
{
|
||||
// glStencilFunc(GL_NOTEQUAL, 1, 0xff);
|
||||
// glStencilMask(0);
|
||||
|
||||
glLineWidth(1);
|
||||
glEnable(GL_LINE_SMOOTH);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
||||
@ -912,8 +828,6 @@ namespace Prism
|
||||
Renderer::Submit([]()
|
||||
{
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
// glStencilMask(0xff);
|
||||
// glStencilFunc(GL_ALWAYS, 1, 0xff);
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
});
|
||||
}
|
||||
@ -976,11 +890,6 @@ namespace Prism
|
||||
Renderer::EndRenderPass();
|
||||
}
|
||||
|
||||
// 将最终模糊结果拷贝到 BloomBlendPass(供合成使用)
|
||||
uint32_t finalBlurTex = (iterations % 2 == 0) ?
|
||||
s_Data.BloomBlurPass[1]->GetSpecification().TargetFramebuffer->GetColorAttachmentRendererID() :
|
||||
s_Data.BloomBlurPass[0]->GetSpecification().TargetFramebuffer->GetColorAttachmentRendererID();
|
||||
|
||||
Renderer::BeginRenderPass(s_Data.BloomBlendPass);
|
||||
s_Data.BloomBlurShader->Bind();
|
||||
s_Data.BloomBlurShader->SetInt("u_Texture", 0);
|
||||
@ -994,12 +903,16 @@ namespace Prism
|
||||
Renderer::EndRenderPass();
|
||||
}
|
||||
|
||||
void Renderer3D::OverlayPass()
|
||||
void Renderer3D::GridPass()
|
||||
{
|
||||
Renderer::BeginRenderPass(s_Data.GeoPass, false);
|
||||
|
||||
if (const auto option = GetOptions(); option.ShowGrid)
|
||||
{
|
||||
Renderer::Submit([]() {
|
||||
glDepthMask(GL_FALSE);
|
||||
});
|
||||
|
||||
const auto& sceneCamera = s_Data.SceneData.SceneCamera;
|
||||
|
||||
const auto cameraProjection = sceneCamera.Camera.GetProjectionMatrix();
|
||||
@ -1019,6 +932,10 @@ namespace Prism
|
||||
s_Data.GridData.GridMaterial->Set("u_FadeDistance", s_Data.GridData.FadeDistance);
|
||||
|
||||
Renderer::SubmitFullscreenQuad(s_Data.GridData.GridMaterial);
|
||||
|
||||
Renderer::Submit([]() {
|
||||
glDepthMask(GL_TRUE);
|
||||
});
|
||||
}
|
||||
|
||||
Renderer::EndRenderPass();
|
||||
@ -1043,6 +960,18 @@ namespace Prism
|
||||
|
||||
void Renderer3D::CompositePass(const Ref<RenderPass>& outRenderPass)
|
||||
{
|
||||
|
||||
Renderer::Submit([srcFB = s_Data.GeoPass->GetSpecification().TargetFramebuffer,
|
||||
dstFB = outRenderPass->GetSpecification().TargetFramebuffer]()
|
||||
{
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, srcFB->GetRendererID());
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, dstFB->GetRendererID());
|
||||
glBlitFramebuffer(0, 0, srcFB->GetWidth(), srcFB->GetHeight(),
|
||||
0, 0, dstFB->GetWidth(), dstFB->GetHeight(),
|
||||
GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
});
|
||||
|
||||
Renderer::BeginRenderPass(outRenderPass);
|
||||
|
||||
s_Data.CompositeShader->Bind();
|
||||
@ -1054,10 +983,8 @@ namespace Prism
|
||||
s_Data.CompositeShader->SetBool("u_EnableBloom", s_Data.EnableBloom);
|
||||
|
||||
// 绑定几何阶段颜色纹理(多重采样)
|
||||
s_Data.GeoPass->GetSpecification().TargetFramebuffer->BindTexture(0); // 通常绑定到单元0
|
||||
Renderer::Submit([]() {
|
||||
glBindTextureUnit(1, s_Data.GeoPass->GetSpecification().TargetFramebuffer->GetDepthAttachmentRendererID());
|
||||
});
|
||||
s_Data.GeoPass->GetSpecification().TargetFramebuffer->BindTexture();
|
||||
s_Data.GeoPass->GetSpecification().TargetFramebuffer->BindDepthTexture(1);
|
||||
|
||||
if (s_Data.EnableBloom)
|
||||
{
|
||||
@ -1216,19 +1143,6 @@ namespace Prism
|
||||
UI::EndTreeNode();
|
||||
}
|
||||
|
||||
/*
|
||||
if (UI::BeginTreeNode("Auto Exposure", false))
|
||||
{
|
||||
UI::BeginPropertyGrid();
|
||||
UI::Property("Enable Auto Exposure", s_Data.AutoExposureData.EnableAutoExposure);
|
||||
UI::Property("Key (middle gray)", s_Data.AutoExposureData.Key, 0.001f, 0.001f, 2.5f);
|
||||
UI::Property("Adaptation Speed", s_Data.AutoExposureData.AdaptationSpeed, 0.01f, 0.001f, 5.0f);
|
||||
UI::Property("Current Exposure", s_Data.AutoExposureData.CurrentExposure, 0.01f, 0.0f, 0.0f, true);
|
||||
UI::EndPropertyGrid();
|
||||
|
||||
UI::EndTreeNode();
|
||||
}
|
||||
*/
|
||||
|
||||
if (UI::BeginTreeNode("Auto Exposure", false))
|
||||
{
|
||||
|
||||
@ -33,8 +33,8 @@ namespace Prism
|
||||
static void BeginScene(const Scene* scene, const SceneRendererCamera& camera);
|
||||
static void EndScene(Ref<RenderPass>& renderPass);
|
||||
|
||||
static void SubmitMesh(const Ref<Mesh>& mesh, const glm::mat4& transform = glm::mat4(1.0f), const Ref<MaterialInstance>& overrideMaterial = nullptr);
|
||||
static void SubmitSelectedMesh(const Ref<Mesh>& mesh, const glm::mat4& transform = glm::mat4(1.0f));
|
||||
static void SubmitMesh(const Ref<Mesh>& mesh, const glm::mat4& transform = glm::mat4(1.0f), const std::vector<Ref<MaterialInstance>>& overrideMaterials = {});
|
||||
static void SubmitSelectedMesh(const Ref<Mesh>& mesh, const glm::mat4& transform = glm::mat4(1.0f), const std::vector<Ref<MaterialInstance>>& overrideMaterials = {});
|
||||
|
||||
static void SubmitColliderMesh(const BoxColliderComponent& component, const glm::mat4& parentTransform = glm::mat4(1.0f));
|
||||
static void SubmitColliderMesh(const SphereColliderComponent& component, const glm::mat4& parentTransform = glm::mat4(1.0f));
|
||||
@ -54,6 +54,7 @@ namespace Prism
|
||||
|
||||
static SceneRendererOptions& GetOptions();
|
||||
static Ref<TextureCube> GetBlackCubeTexture();
|
||||
static Ref<Texture2D> GetBlackTexture();
|
||||
|
||||
private:
|
||||
static void FlushDrawList(Ref<RenderPass>& outRenderPass);
|
||||
@ -62,7 +63,7 @@ namespace Prism
|
||||
static void ShadowMapPass();
|
||||
static void GeometryPass();
|
||||
static void BloomBlurPass();
|
||||
static void OverlayPass();
|
||||
static void GridPass();
|
||||
|
||||
static void CompositePass(const Ref<RenderPass>& outRenderPass);
|
||||
|
||||
|
||||
@ -142,14 +142,14 @@ namespace Prism
|
||||
|
||||
//////////////////// 3D API ////////////////////
|
||||
|
||||
void SceneRenderer::SubmitMesh(const Ref<Mesh>& mesh, const glm::mat4& transform, const Ref<MaterialInstance>& overrideMaterial)
|
||||
void SceneRenderer::SubmitMesh(const Ref<Mesh>& mesh, const glm::mat4& transform, const std::vector<Ref<MaterialInstance>>& overrideMaterials)
|
||||
{
|
||||
Renderer3D::SubmitMesh(mesh, transform, overrideMaterial);
|
||||
Renderer3D::SubmitMesh(mesh, transform, overrideMaterials);
|
||||
}
|
||||
|
||||
void SceneRenderer::SubmitSelectedMesh(const Ref<Mesh>& mesh, const glm::mat4& transform)
|
||||
void SceneRenderer::SubmitSelectedMesh(const Ref<Mesh>& mesh, const glm::mat4& transform, const std::vector<Ref<MaterialInstance>>& overrideMaterials)
|
||||
{
|
||||
Renderer3D::SubmitSelectedMesh(mesh, transform);
|
||||
Renderer3D::SubmitSelectedMesh(mesh, transform, overrideMaterials);
|
||||
}
|
||||
|
||||
void SceneRenderer::SubmitColliderMesh(const BoxColliderComponent& component, const glm::mat4& parentTransform)
|
||||
@ -222,10 +222,10 @@ namespace Prism
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, fb->GetColorAttachmentRendererID());
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
|
||||
|
||||
glBlitFramebuffer(0, 0, fbWidth, fbHeight, // 源矩形
|
||||
0, 0, fbWidth, fbHeight, // 目标矩形
|
||||
GL_COLOR_BUFFER_BIT, // 只复制颜色缓冲
|
||||
GL_NEAREST); // 过滤器
|
||||
glBlitFramebuffer(0, 0, fbWidth, fbHeight,
|
||||
0, 0, fbWidth, fbHeight,
|
||||
GL_COLOR_BUFFER_BIT,
|
||||
GL_NEAREST);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
@ -70,8 +70,8 @@ namespace Prism
|
||||
|
||||
|
||||
// Renderer3D
|
||||
static void SubmitMesh(const Ref<Mesh>& mesh, const glm::mat4& transform = glm::mat4(1.0f), const Ref<MaterialInstance>& overrideMaterial = nullptr);
|
||||
static void SubmitSelectedMesh(const Ref<Mesh>& mesh, const glm::mat4& transform = glm::mat4(1.0f));
|
||||
static void SubmitMesh(const Ref<Mesh>& mesh, const glm::mat4& transform = glm::mat4(1.0f), const std::vector<Ref<MaterialInstance>>& overrideMaterials = {});
|
||||
static void SubmitSelectedMesh(const Ref<Mesh>& mesh, const glm::mat4& transform = glm::mat4(1.0f), const std::vector<Ref<MaterialInstance>>& overrideMaterials = {});
|
||||
|
||||
static void SubmitColliderMesh(const BoxColliderComponent& component, const glm::mat4& parentTransform = glm::mat4(1.0f));
|
||||
static void SubmitColliderMesh(const SphereColliderComponent& component, const glm::mat4& parentTransform = glm::mat4(1.0f));
|
||||
|
||||
@ -38,6 +38,16 @@ namespace Prism
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
Ref<Texture2D> Texture2D::Create(TextureFormat format, unsigned int width, unsigned int height, const void* data, TextureWrap wrap)
|
||||
{
|
||||
switch (RendererAPI::Current())
|
||||
{
|
||||
case RendererAPIType::None: return nullptr;
|
||||
case RendererAPIType::OpenGL: return Ref<OpenGLTexture2D>::Create(format, width, height, data, wrap);
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
||||
Ref<Texture2D> Texture2D::Create(const std::string& path, bool srgb)
|
||||
{
|
||||
|
||||
@ -5,9 +5,9 @@
|
||||
#ifndef TEXTURE_H
|
||||
#define TEXTURE_H
|
||||
#include "RendererAPI.h"
|
||||
#include "Prism/Asset/Asset.h"
|
||||
#include "Prism/Core/Buffer.h"
|
||||
#include "Prism/Core/Ref.h"
|
||||
#include "../Asset/Asset.h"
|
||||
|
||||
|
||||
namespace Prism
|
||||
@ -53,6 +53,7 @@ namespace Prism
|
||||
{
|
||||
public:
|
||||
static Ref<Texture2D> Create(TextureFormat format, unsigned int width, unsigned int height, TextureWrap wrap = TextureWrap::Clamp);
|
||||
static Ref<Texture2D> Create(TextureFormat format, unsigned int width, unsigned int height, const void* data, TextureWrap wrap = TextureWrap::Clamp);
|
||||
static Ref<Texture2D> Create(const std::string& path, bool srgb = false);
|
||||
|
||||
|
||||
|
||||
@ -81,8 +81,9 @@ namespace Prism
|
||||
}
|
||||
glm::mat4 GetTransform() const
|
||||
{
|
||||
|
||||
return glm::translate(glm::mat4(1.0f), Translation)
|
||||
* glm::toMat4(glm::quat((Rotation)))
|
||||
* glm::toMat4(glm::quat(Rotation))
|
||||
* glm::scale(glm::mat4(1.0f), Scale);
|
||||
}
|
||||
};
|
||||
@ -91,32 +92,112 @@ namespace Prism
|
||||
struct MeshComponent
|
||||
{
|
||||
Ref<Mesh> Mesh;
|
||||
// std::vector<Ref<MaterialInstance>> Materials;
|
||||
std::vector<Ref<MaterialInstance>> MaterialInstances;
|
||||
std::vector<Ref<PBRMaterialAsset>> MaterialDescs;
|
||||
|
||||
MeshComponent() = default;
|
||||
MeshComponent(const MeshComponent& other) = default;
|
||||
MeshComponent(const MeshComponent& other)
|
||||
: Mesh(other.Mesh)
|
||||
{
|
||||
MaterialInstances.clear();
|
||||
MaterialDescs.clear();
|
||||
for (auto i = 0; i < other.MaterialInstances.size(); i ++)
|
||||
{
|
||||
Ref<MaterialInstance> materialInstance = MaterialInstance::Copy(other.MaterialInstances[i]);
|
||||
MaterialInstances.push_back(materialInstance);
|
||||
MaterialDescs.push_back(other.MaterialDescs[i]);
|
||||
}
|
||||
UpdateMaterials();
|
||||
}
|
||||
MeshComponent(const Ref<Prism::Mesh>& mesh)
|
||||
: Mesh(mesh) {}
|
||||
|
||||
operator Ref<Prism::Mesh> () { return Mesh; }
|
||||
|
||||
/*
|
||||
MeshComponent(Ref<Prism::Mesh> mesh)
|
||||
: Mesh(mesh)
|
||||
{
|
||||
// 复制 Mesh 的材质实例,每个实体拥有独立副本
|
||||
if (mesh)
|
||||
MaterialInstances.clear();
|
||||
MaterialDescs.clear();
|
||||
const auto& materialInstances = Mesh->GetMaterials();
|
||||
for (const auto & i : materialInstances)
|
||||
{
|
||||
const auto& srcMaterials = mesh->GetMaterials();
|
||||
Materials.reserve(srcMaterials.size());
|
||||
for (auto& srcMat : srcMaterials)
|
||||
Ref<MaterialInstance> materialInstance = MaterialInstance::Copy(i);
|
||||
MaterialInstances.push_back(materialInstance);
|
||||
}
|
||||
MaterialDescs.resize(materialInstances.size());
|
||||
}
|
||||
|
||||
void UpdateMaterials(const int index = -1, bool forceUpdate = false)
|
||||
{
|
||||
if (index <= -1)
|
||||
{
|
||||
for (uint32_t i = 0; i < MaterialInstances.size(); i++)
|
||||
{
|
||||
auto newMat = MaterialInstance::Copy(srcMat);
|
||||
Materials.push_back(newMat);
|
||||
if (auto& desc = MaterialDescs[i])
|
||||
{
|
||||
if (!desc->IsDirty && !forceUpdate) continue;
|
||||
MaterialInstances[i]->Set("u_AlbedoColor", desc->AlbedoColor);
|
||||
MaterialInstances[i]->Set("u_AlbedoTexToggle", desc->AlbedoTexToggle);
|
||||
MaterialInstances[i]->Set("u_AlbedoTexture", desc->AlbedoTexture);
|
||||
MaterialInstances[i]->Set("u_NormalTexToggle", desc->NormalTexToggle);
|
||||
MaterialInstances[i]->Set("u_NormalTexture", desc->NormalTexture);
|
||||
MaterialInstances[i]->Set("u_Metalness", desc->Metalness);
|
||||
MaterialInstances[i]->Set("u_MetalnessTexToggle", desc->MetalnessTexToggle);
|
||||
MaterialInstances[i]->Set("u_MetalnessTexture", desc->MetalnessTexture);
|
||||
MaterialInstances[i]->Set("u_Roughness", desc->Roughness);
|
||||
MaterialInstances[i]->Set("u_RoughnessTexToggle", desc->RoughnessTexToggle);
|
||||
MaterialInstances[i]->Set("u_RoughnessTexture", desc->RoughnessTexture);
|
||||
}else
|
||||
{
|
||||
auto& baseMaterial = Mesh->GetMaterials();
|
||||
|
||||
MaterialInstances[i]->Set("u_AlbedoColor", baseMaterial[i]->Get<glm::vec3>("u_AlbedoColor"));
|
||||
MaterialInstances[i]->Set("u_AlbedoTexToggle", baseMaterial[i]->Get<float>("u_AlbedoTexToggle"));
|
||||
MaterialInstances[i]->Set("u_AlbedoTexture", baseMaterial[i]->TryGetResource<Texture2D>("u_AlbedoTexture"));
|
||||
MaterialInstances[i]->Set("u_NormalTexToggle", baseMaterial[i]->Get<float>("u_NormalTexToggle"));
|
||||
MaterialInstances[i]->Set("u_NormalTexture", baseMaterial[i]->TryGetResource<Texture2D>("u_NormalTexture"));
|
||||
MaterialInstances[i]->Set("u_Metalness", baseMaterial[i]->Get<float>("u_Metalness"));
|
||||
MaterialInstances[i]->Set("u_MetalnessTexToggle", baseMaterial[i]->Get<float>("u_MetalnessTexToggle"));
|
||||
MaterialInstances[i]->Set("u_MetalnessTexture", baseMaterial[i]->TryGetResource<Texture2D>("u_MetalnessTexture"));
|
||||
MaterialInstances[i]->Set("u_Roughness", baseMaterial[0]->Get<float>("u_Roughness"));
|
||||
MaterialInstances[i]->Set("u_RoughnessTexToggle", baseMaterial[i]->Get<float>("u_RoughnessTexToggle"));
|
||||
MaterialInstances[i]->Set("u_RoughnessTexture", baseMaterial[i]->TryGetResource<Texture2D>("u_RoughnessTexture"));
|
||||
}
|
||||
}
|
||||
}else
|
||||
{
|
||||
if (index >= MaterialInstances.size()) return;
|
||||
const auto& desc = MaterialDescs[index];
|
||||
if (desc)
|
||||
{
|
||||
MaterialInstances[index]->Set("u_AlbedoColor", desc->AlbedoColor);
|
||||
MaterialInstances[index]->Set("u_AlbedoTexToggle", desc->AlbedoTexToggle);
|
||||
MaterialInstances[index]->Set("u_AlbedoTexture", desc->AlbedoTexture);
|
||||
MaterialInstances[index]->Set("u_NormalTexToggle", desc->NormalTexToggle);
|
||||
MaterialInstances[index]->Set("u_NormalTexture", desc->NormalTexture);
|
||||
MaterialInstances[index]->Set("u_Metalness", desc->Metalness);
|
||||
MaterialInstances[index]->Set("u_MetalnessTexToggle", desc->MetalnessTexToggle);
|
||||
MaterialInstances[index]->Set("u_MetalnessTexture", desc->MetalnessTexture);
|
||||
MaterialInstances[index]->Set("u_Roughness", desc->Roughness);
|
||||
MaterialInstances[index]->Set("u_RoughnessTexToggle", desc->RoughnessTexToggle);
|
||||
MaterialInstances[index]->Set("u_RoughnessTexture", desc->RoughnessTexture);
|
||||
}else
|
||||
{
|
||||
auto& baseMaterial = Mesh->GetMaterials();
|
||||
|
||||
MaterialInstances[index]->Set("u_AlbedoColor", baseMaterial[index]->Get<glm::vec3>("u_AlbedoColor"));
|
||||
MaterialInstances[index]->Set("u_AlbedoTexToggle", baseMaterial[index]->Get<float>("u_AlbedoTexToggle"));
|
||||
MaterialInstances[index]->Set("u_AlbedoTexture", baseMaterial[index]->TryGetResource<Texture2D>("u_AlbedoTexture"));
|
||||
MaterialInstances[index]->Set("u_NormalTexToggle", baseMaterial[index]->Get<float>("u_NormalTexToggle"));
|
||||
MaterialInstances[index]->Set("u_NormalTexture", baseMaterial[index]->TryGetResource<Texture2D>("u_NormalTexture"));
|
||||
MaterialInstances[index]->Set("u_Metalness", baseMaterial[index]->Get<float>("u_Metalness"));
|
||||
MaterialInstances[index]->Set("u_MetalnessTexToggle", baseMaterial[index]->Get<float>("u_MetalnessTexToggle"));
|
||||
MaterialInstances[index]->Set("u_MetalnessTexture", baseMaterial[index]->TryGetResource<Texture2D>("u_MetalnessTexture"));
|
||||
MaterialInstances[index]->Set("u_Roughness", baseMaterial[0]->Get<float>("u_Roughness"));
|
||||
MaterialInstances[index]->Set("u_RoughnessTexToggle", baseMaterial[index]->Get<float>("u_RoughnessTexToggle"));
|
||||
MaterialInstances[index]->Set("u_RoughnessTexture", baseMaterial[index]->TryGetResource<Texture2D>("u_RoughnessTexture"));
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
operator Ref<Prism::Mesh> () { return Mesh; }
|
||||
};
|
||||
|
||||
struct AnimationComponent
|
||||
@ -305,7 +386,7 @@ namespace Prism
|
||||
{
|
||||
float Radius = 0.5f;
|
||||
bool IsTrigger = false;
|
||||
Ref<PhysicsMaterial> Material;
|
||||
Ref<PhysicsMaterialAsset> Material;
|
||||
|
||||
// The mesh that will be drawn in the editor to show the collision bounds
|
||||
Ref<Mesh> DebugMesh;
|
||||
@ -344,7 +425,7 @@ namespace Prism
|
||||
glm::vec3 Size = { 1.0f, 1.0f, 1.0f };
|
||||
glm::vec3 Offset = { 0.0f, 0.0f, 0.0f };
|
||||
bool IsTrigger = false;
|
||||
Ref<PhysicsMaterial> Material;
|
||||
Ref<PhysicsMaterialAsset> Material;
|
||||
|
||||
// The mesh that will be drawn in the editor to show the collision bounds
|
||||
Ref<Mesh> DebugMesh;
|
||||
@ -358,7 +439,7 @@ namespace Prism
|
||||
float Radius = 0.5f;
|
||||
float Height = 1.0f;
|
||||
bool IsTrigger = false;
|
||||
Ref<PhysicsMaterial> Material;
|
||||
Ref<PhysicsMaterialAsset> Material;
|
||||
|
||||
Ref<Mesh> DebugMesh;
|
||||
|
||||
@ -373,7 +454,7 @@ namespace Prism
|
||||
bool IsConvex = false;
|
||||
bool IsTrigger = false;
|
||||
bool OverrideMesh = false;
|
||||
Ref<PhysicsMaterial> Material;
|
||||
Ref<PhysicsMaterialAsset> Material;
|
||||
|
||||
MeshColliderComponent() = default;
|
||||
MeshColliderComponent(const MeshColliderComponent& other) = default;
|
||||
|
||||
@ -81,6 +81,7 @@ namespace Prism
|
||||
{
|
||||
b2DestroyWorld(m_Registry.get<Box2DWorldComponent>(m_SceneEntity).World);
|
||||
Physics3D::DestroyScene();
|
||||
ScriptEngine::OnSceneDestruct(m_SceneID);
|
||||
}
|
||||
|
||||
void Scene::OnUpdate(TimeStep ts)
|
||||
@ -90,14 +91,14 @@ namespace Prism
|
||||
|
||||
const auto sceneView = m_Registry.view<Box2DWorldComponent>();
|
||||
const auto& box2DWorld = m_Registry.get<Box2DWorldComponent>(sceneView.front()).World;
|
||||
int32_t velocityIterations = 6;
|
||||
constexpr int32_t positionIterations = 2;
|
||||
// box2DWorld->Step(ts, velocityIterations, positionIterations);
|
||||
b2World_Step(box2DWorld, ts, positionIterations);
|
||||
|
||||
// Process Contact Envents box2d version 3.0^ should impl contact event after b2World_Step
|
||||
Physics2D::ProcessContactEvents(box2DWorld);
|
||||
|
||||
// Physics3D
|
||||
Physics3D::Simulate(ts);
|
||||
|
||||
{
|
||||
const auto view = m_Registry.view<RigidBody2DComponent>();
|
||||
for (const auto entity : view)
|
||||
@ -137,8 +138,6 @@ namespace Prism
|
||||
}
|
||||
|
||||
|
||||
Physics3D::Simulate(ts);
|
||||
|
||||
// Update all entities
|
||||
{
|
||||
const auto view = m_Registry.view<ScriptComponent>();
|
||||
@ -149,6 +148,7 @@ namespace Prism
|
||||
ScriptEngine::OnUpdateEntity(e, ts);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Scene::OnRenderRuntime(const TimeStep ts)
|
||||
@ -188,19 +188,35 @@ namespace Prism
|
||||
SceneRenderer::BeginScene(this, { static_cast<Camera>(camera), cameraViewMatrix }, false);
|
||||
{
|
||||
const auto group = m_Registry.group<MeshComponent>(entt::get<TransformComponent>);
|
||||
|
||||
// this maybe not to set
|
||||
// in Editor actually only one materialdesc will be changed
|
||||
Ref<PBRMaterialAsset> materialAsset;
|
||||
|
||||
for (const auto entity : group)
|
||||
{
|
||||
const auto& [transformComponent, meshComponent] = group.get<TransformComponent, MeshComponent>(entity);
|
||||
if (meshComponent.Mesh)
|
||||
{
|
||||
|
||||
for (auto i = 0; i < meshComponent.MaterialInstances.size(); i++)
|
||||
{
|
||||
if (meshComponent.MaterialDescs[i] && meshComponent.MaterialDescs[i]->IsDirty)
|
||||
{
|
||||
materialAsset = meshComponent.MaterialDescs[i];
|
||||
meshComponent.UpdateMaterials(i);
|
||||
}
|
||||
}
|
||||
|
||||
meshComponent.Mesh->OnUpdate(ts);
|
||||
|
||||
glm::mat4 transform = GetTransformRelativeToParent(Entity(entity, this));
|
||||
|
||||
// TODO: Should we render (logically)
|
||||
SceneRenderer::SubmitMesh(meshComponent, transform);
|
||||
SceneRenderer::SubmitMesh(meshComponent, transform, meshComponent.MaterialInstances);
|
||||
}
|
||||
}
|
||||
if (materialAsset) materialAsset->IsDirty = false;
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
@ -271,21 +287,35 @@ namespace Prism
|
||||
|
||||
const auto group = m_Registry.group<MeshComponent>(entt::get<TransformComponent>);
|
||||
{
|
||||
|
||||
// in Editor actually only one materialdesc will be changed
|
||||
Ref<PBRMaterialAsset> materialAsset;
|
||||
|
||||
for (const auto [entity, meshComponent, transformComponent]: group.each())
|
||||
{
|
||||
Entity e = {entity, this};
|
||||
|
||||
if (meshComponent.Mesh)
|
||||
{
|
||||
|
||||
for (auto i = 0; i < meshComponent.MaterialInstances.size(); i++)
|
||||
{
|
||||
if (meshComponent.MaterialDescs[i] && meshComponent.MaterialDescs[i]->IsDirty)
|
||||
{
|
||||
materialAsset = meshComponent.MaterialDescs[i];
|
||||
meshComponent.UpdateMaterials(i);
|
||||
}
|
||||
}
|
||||
|
||||
meshComponent.Mesh->OnUpdate(ts);
|
||||
|
||||
glm::mat4 transform = GetTransformRelativeToParent(e);
|
||||
|
||||
// TODO: Should we render (logically)
|
||||
if (m_SelectedEntity == entity)
|
||||
SceneRenderer::SubmitSelectedMesh(meshComponent, transform);
|
||||
SceneRenderer::SubmitSelectedMesh(meshComponent, transform, meshComponent.MaterialInstances);
|
||||
else
|
||||
SceneRenderer::SubmitMesh(meshComponent, transform);
|
||||
SceneRenderer::SubmitMesh(meshComponent, transform, meshComponent.MaterialInstances);
|
||||
}
|
||||
|
||||
// Renderer Collider
|
||||
@ -303,6 +333,8 @@ namespace Prism
|
||||
SceneRenderer::SubmitColliderMesh(*collider, transform);
|
||||
}
|
||||
}
|
||||
|
||||
if (materialAsset) materialAsset->IsDirty = false;
|
||||
}
|
||||
/////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
@ -169,7 +169,7 @@ namespace Prism
|
||||
Ref<TextureCube> m_SkyboxTexture;
|
||||
Ref<MaterialInstance> m_SkyboxMaterial;
|
||||
|
||||
float m_SkyboxLod = 1.0f;
|
||||
float m_SkyboxLod = 0.0f;
|
||||
|
||||
|
||||
Ref<Texture2D> m_CameraIcon;
|
||||
|
||||
@ -13,142 +13,13 @@
|
||||
#include "Prism/Physics/PhysicsLayer.h"
|
||||
#include "Prism/Physics/PhysicsWrappers.h"
|
||||
#include "Prism/Renderer/Meshfactory.h"
|
||||
#include "../Asset/AssetsManager.h"
|
||||
#include "Prism/Asset/AssetsManager.h"
|
||||
|
||||
namespace YAML
|
||||
{
|
||||
|
||||
template<>
|
||||
struct convert<glm::vec2>
|
||||
{
|
||||
static Node encode(const glm::vec2& rhs)
|
||||
{
|
||||
Node node;
|
||||
node.push_back(rhs.x);
|
||||
node.push_back(rhs.y);
|
||||
return node;
|
||||
}
|
||||
|
||||
static bool decode(const Node& node, glm::vec2& rhs)
|
||||
{
|
||||
if (!node.IsSequence() || node.size() != 2)
|
||||
return false;
|
||||
|
||||
rhs.x = node[0].as<float>();
|
||||
rhs.y = node[1].as<float>();
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
template<>
|
||||
struct convert<glm::vec3>
|
||||
{
|
||||
static Node encode(const glm::vec3& rhs)
|
||||
{
|
||||
Node node;
|
||||
node.push_back(rhs.x);
|
||||
node.push_back(rhs.y);
|
||||
node.push_back(rhs.z);
|
||||
return node;
|
||||
}
|
||||
|
||||
static bool decode(const Node& node, glm::vec3& rhs)
|
||||
{
|
||||
if (!node.IsSequence() || node.size() != 3)
|
||||
return false;
|
||||
|
||||
rhs.x = node[0].as<float>();
|
||||
rhs.y = node[1].as<float>();
|
||||
rhs.z = node[2].as<float>();
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
template<>
|
||||
struct convert<glm::vec4>
|
||||
{
|
||||
static Node encode(const glm::vec4& rhs)
|
||||
{
|
||||
Node node;
|
||||
node.push_back(rhs.x);
|
||||
node.push_back(rhs.y);
|
||||
node.push_back(rhs.z);
|
||||
node.push_back(rhs.w);
|
||||
return node;
|
||||
}
|
||||
|
||||
static bool decode(const Node& node, glm::vec4& rhs)
|
||||
{
|
||||
if (!node.IsSequence() || node.size() != 4)
|
||||
return false;
|
||||
|
||||
rhs.x = node[0].as<float>();
|
||||
rhs.y = node[1].as<float>();
|
||||
rhs.z = node[2].as<float>();
|
||||
rhs.w = node[3].as<float>();
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
template<>
|
||||
struct convert<glm::quat>
|
||||
{
|
||||
static Node encode(const glm::quat& rhs)
|
||||
{
|
||||
Node node;
|
||||
node.push_back(rhs.w);
|
||||
node.push_back(rhs.x);
|
||||
node.push_back(rhs.y);
|
||||
node.push_back(rhs.z);
|
||||
return node;
|
||||
}
|
||||
|
||||
static bool decode(const Node& node, glm::quat& rhs)
|
||||
{
|
||||
if (!node.IsSequence() || node.size() != 4)
|
||||
return false;
|
||||
|
||||
rhs.w = node[0].as<float>();
|
||||
rhs.x = node[1].as<float>();
|
||||
rhs.y = node[2].as<float>();
|
||||
rhs.z = node[3].as<float>();
|
||||
return true;
|
||||
}
|
||||
};
|
||||
}
|
||||
#include "Prism/Utilities/SerializeUtils.h"
|
||||
|
||||
namespace Prism
|
||||
{
|
||||
|
||||
YAML::Emitter& operator<<(YAML::Emitter& out, const glm::vec2& v)
|
||||
{
|
||||
out << YAML::Flow;
|
||||
out << YAML::BeginSeq << v.x << v.y << YAML::EndSeq;
|
||||
return out;
|
||||
}
|
||||
|
||||
YAML::Emitter& operator<<(YAML::Emitter& out, const glm::vec3& v)
|
||||
{
|
||||
out << YAML::Flow;
|
||||
out << YAML::BeginSeq << v.x << v.y << v.z << YAML::EndSeq;
|
||||
return out;
|
||||
}
|
||||
|
||||
|
||||
YAML::Emitter& operator<<(YAML::Emitter& out, const glm::vec4& v)
|
||||
{
|
||||
out << YAML::Flow;
|
||||
out << YAML::BeginSeq << v.x << v.y << v.z << v.w << YAML::EndSeq;
|
||||
return out;
|
||||
}
|
||||
|
||||
YAML::Emitter& operator<<(YAML::Emitter& out, const glm::quat& v)
|
||||
{
|
||||
out << YAML::Flow;
|
||||
out << YAML::BeginSeq << v.w << v.x << v.y << v.z << YAML::EndSeq;
|
||||
return out;
|
||||
}
|
||||
|
||||
SceneSerializer::SceneSerializer(const Ref<Scene>& scene)
|
||||
: m_Scene(scene)
|
||||
{
|
||||
@ -163,7 +34,7 @@ namespace Prism
|
||||
|
||||
if (entity.HasComponent<RelationshipComponent>())
|
||||
{
|
||||
auto& relationshipComponent = entity.GetComponent<RelationshipComponent>();
|
||||
const auto& relationshipComponent = entity.GetComponent<RelationshipComponent>();
|
||||
out << YAML::Key << "Parent" << YAML::Value << relationshipComponent.ParentHandle;
|
||||
|
||||
out << YAML::Key << "Children";
|
||||
@ -258,11 +129,38 @@ namespace Prism
|
||||
out << YAML::Key << "MeshComponent";
|
||||
out << YAML::BeginMap; // MeshComponent
|
||||
|
||||
const auto mesh = entity.GetComponent<MeshComponent>().Mesh;
|
||||
if (mesh)
|
||||
const auto& meshComponent = entity.GetComponent<MeshComponent>();
|
||||
if (meshComponent.Mesh)
|
||||
{
|
||||
const auto& mesh = meshComponent.Mesh;
|
||||
out << YAML::Key << "AssetID" << YAML::Value << mesh->Handle;
|
||||
out << YAML::Key << "AssetPath" << YAML::Value << mesh->FilePath;
|
||||
|
||||
if (!meshComponent.MaterialDescs.empty())
|
||||
{
|
||||
|
||||
out << YAML::Key << "Materials";
|
||||
out << YAML::BeginMap;
|
||||
for (auto i = 0; i < meshComponent.MaterialDescs.size(); ++i)
|
||||
{
|
||||
{
|
||||
std::string slots = "Slot " + std::to_string(i);
|
||||
out << YAML::Key << slots;
|
||||
out << YAML::BeginMap;
|
||||
if (meshComponent.MaterialDescs[i])
|
||||
{
|
||||
out << YAML::Key << "AssetHandle" << YAML::Value << meshComponent.MaterialDescs[i]->Handle;
|
||||
out << YAML::Key << "AssetPath" << YAML::Value << meshComponent.MaterialDescs[i]->FilePath;
|
||||
}else
|
||||
{
|
||||
out << YAML::Key << "AssetHandle" << YAML::Value << 0;
|
||||
out << YAML::Key << "AssetPath" << YAML::Value << "";
|
||||
}
|
||||
out << YAML::EndMap;
|
||||
}
|
||||
}
|
||||
out << YAML::EndMap;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -602,7 +500,7 @@ namespace Prism
|
||||
out << YAML::Key << "MeshColliderComponent";
|
||||
out << YAML::BeginMap; // MeshColliderComponent
|
||||
|
||||
auto meshColliderComponent = entity.GetComponent<MeshColliderComponent>();
|
||||
const auto& meshColliderComponent = entity.GetComponent<MeshColliderComponent>();
|
||||
if (meshColliderComponent.OverrideMesh && meshColliderComponent.CollisionMesh)
|
||||
{
|
||||
out << YAML::Key << "AssetID" << YAML::Value << meshColliderComponent.CollisionMesh->Handle;
|
||||
@ -883,7 +781,46 @@ namespace Prism
|
||||
|
||||
if (AssetsManager::IsAssetHandleValid(assetID) && !deserializedEntity.HasComponent<MeshComponent>())
|
||||
{
|
||||
deserializedEntity.AddComponent<MeshComponent>(AssetsManager::GetAsset<Mesh>(assetID));
|
||||
auto& mc = deserializedEntity.AddComponent<MeshComponent>(AssetsManager::GetAsset<Mesh>(assetID));
|
||||
|
||||
if (meshComponent["Materials"])
|
||||
{
|
||||
auto materialsNode = meshComponent["Materials"];
|
||||
// 遍历 "Slot X" 键
|
||||
for (auto it = materialsNode.begin(); it != materialsNode.end(); ++it)
|
||||
{
|
||||
std::string slotKey = it->first.as<std::string>();
|
||||
if (slotKey.rfind("Slot ", 0) == 0) // 确保是 "Slot X"
|
||||
{
|
||||
int slotIndex = std::stoi(slotKey.substr(5));
|
||||
auto slotNode = it->second;
|
||||
|
||||
// 获取材质资产的 Handle
|
||||
UUID materialHandle = 0;
|
||||
if (slotNode["AssetPath"])
|
||||
{
|
||||
std::string matPath = slotNode["AssetPath"].as<std::string>();
|
||||
if (!matPath.empty())
|
||||
materialHandle = AssetsManager::GetAssetHandleFromFilePath(matPath);
|
||||
}
|
||||
else if (slotNode["AssetHandle"])
|
||||
{
|
||||
materialHandle = slotNode["AssetHandle"].as<uint64_t>();
|
||||
}
|
||||
|
||||
// 调整 MaterialDescs 大小(确保索引有效)
|
||||
if (slotIndex >= mc.MaterialDescs.size())
|
||||
mc.MaterialDescs.resize(slotIndex + 1);
|
||||
|
||||
// 加载材质资产并赋值
|
||||
if (materialHandle != 0 && AssetsManager::IsAssetHandleValid(materialHandle))
|
||||
mc.MaterialDescs[slotIndex] = AssetsManager::GetAsset<PBRMaterialAsset>(materialHandle);
|
||||
else
|
||||
mc.MaterialDescs[slotIndex] = nullptr;
|
||||
}
|
||||
}
|
||||
mc.UpdateMaterials(-1, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1099,18 +1036,18 @@ namespace Prism
|
||||
auto material = boxColliderComponent["Material"];
|
||||
if (material && AssetsManager::IsAssetHandleValid(material.as<uint64_t>()))
|
||||
{
|
||||
component.Material = AssetsManager::GetAsset<PhysicsMaterial>(material.as<uint64_t>());
|
||||
component.Material = AssetsManager::GetAsset<PhysicsMaterialAsset>(material.as<uint64_t>());
|
||||
}else
|
||||
{
|
||||
const auto materialPath = boxColliderComponent["MaterialPath"].as<std::string>();
|
||||
if (const auto assetId = AssetsManager::GetAssetHandleFromFilePath(materialPath); assetId != 0)
|
||||
{
|
||||
component.Material = AssetsManager::GetAsset<PhysicsMaterial>(assetId);
|
||||
component.Material = AssetsManager::GetAsset<PhysicsMaterialAsset>(assetId);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
component.DebugMesh = MeshFactory::CreateBox(component.Size);
|
||||
component.DebugMesh = MeshFactory::CreateBox(component.Size * 2.0f);
|
||||
}
|
||||
|
||||
if (auto sphereColliderComponent = entity["SphereColliderComponent"])
|
||||
@ -1122,13 +1059,13 @@ namespace Prism
|
||||
auto material = sphereColliderComponent["Material"];
|
||||
if (material && AssetsManager::IsAssetHandleValid(material.as<uint64_t>()))
|
||||
{
|
||||
component.Material = AssetsManager::GetAsset<PhysicsMaterial>(material.as<uint64_t>());
|
||||
component.Material = AssetsManager::GetAsset<PhysicsMaterialAsset>(material.as<uint64_t>());
|
||||
}else
|
||||
{
|
||||
const auto materialPath = sphereColliderComponent["MaterialPath"].as<std::string>();
|
||||
if (const auto assetId = AssetsManager::GetAssetHandleFromFilePath(materialPath); assetId != 0)
|
||||
{
|
||||
component.Material = AssetsManager::GetAsset<PhysicsMaterial>(assetId);
|
||||
component.Material = AssetsManager::GetAsset<PhysicsMaterialAsset>(assetId);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1146,13 +1083,13 @@ namespace Prism
|
||||
auto material = capsuleColliderComponent["Material"];
|
||||
if (material && AssetsManager::IsAssetHandleValid(material.as<uint64_t>()))
|
||||
{
|
||||
component.Material = AssetsManager::GetAsset<PhysicsMaterial>(material.as<uint64_t>());
|
||||
component.Material = AssetsManager::GetAsset<PhysicsMaterialAsset>(material.as<uint64_t>());
|
||||
}else
|
||||
{
|
||||
const auto materialPath = capsuleColliderComponent["MaterialPath"].as<std::string>();
|
||||
if (const auto assetId = AssetsManager::GetAssetHandleFromFilePath(materialPath); assetId != 0)
|
||||
{
|
||||
component.Material = AssetsManager::GetAsset<PhysicsMaterial>(assetId);
|
||||
component.Material = AssetsManager::GetAsset<PhysicsMaterialAsset>(assetId);
|
||||
}
|
||||
}
|
||||
|
||||
@ -1193,7 +1130,7 @@ namespace Prism
|
||||
auto material = meshColliderComponent["Material"];
|
||||
if (material && AssetsManager::IsAssetHandleValid(material.as<uint64_t>()))
|
||||
{
|
||||
component.Material = AssetsManager::GetAsset<PhysicsMaterial>(material.as<uint64_t>());
|
||||
component.Material = AssetsManager::GetAsset<PhysicsMaterialAsset>(material.as<uint64_t>());
|
||||
|
||||
if (component.IsConvex)
|
||||
PhysicsWrappers::CreateConvexMesh(component, deserializedEntity.Transform().Scale);
|
||||
@ -1204,7 +1141,7 @@ namespace Prism
|
||||
const auto materialPath = meshColliderComponent["MaterialPath"].as<std::string>();
|
||||
if (const auto assetId = AssetsManager::GetAssetHandleFromFilePath(materialPath); assetId != 0)
|
||||
{
|
||||
component.Material = AssetsManager::GetAsset<PhysicsMaterial>(assetId);
|
||||
component.Material = AssetsManager::GetAsset<PhysicsMaterialAsset>(assetId);
|
||||
|
||||
if (component.IsConvex)
|
||||
PhysicsWrappers::CreateConvexMesh(component, deserializedEntity.Transform().Scale);
|
||||
@ -1228,7 +1165,7 @@ namespace Prism
|
||||
if (physicsMaterialComponent)
|
||||
{
|
||||
//auto& component = deserializedEntity.AddComponent<PhysicsMaterialComponent>();
|
||||
Ref<PhysicsMaterial> material = Ref<PhysicsMaterial>::Create();
|
||||
Ref<PhysicsMaterialAsset> material = Ref<PhysicsMaterialAsset>::Create();
|
||||
material->StaticFriction = physicsMaterialComponent["StaticFriction"].as<float>();
|
||||
material->DynamicFriction = physicsMaterialComponent["DynamicFriction"].as<float>();
|
||||
material->Bounciness = physicsMaterialComponent["Bounciness"].as<float>();
|
||||
|
||||
@ -37,14 +37,21 @@ namespace Prism { namespace Script {
|
||||
// Debug ////////////////////////////////////////////////////////
|
||||
////////////////////////////////////////////////////////////////
|
||||
|
||||
static LogCallback s_LogCallback = nullptr;
|
||||
|
||||
void SetLogCallback(const LogCallback& callback)
|
||||
{
|
||||
s_LogCallback = callback;
|
||||
}
|
||||
|
||||
void Prism_Log_Native(MonoString* message)
|
||||
{
|
||||
if (message)
|
||||
{
|
||||
char* utf8 = mono_string_to_utf8(message);
|
||||
if (utf8)
|
||||
if (char* utf8 = mono_string_to_utf8(message))
|
||||
{
|
||||
PM_CLIENT_INFO("[c#]: {}", utf8);
|
||||
if (s_LogCallback) s_LogCallback(utf8);
|
||||
mono_free(utf8);
|
||||
}
|
||||
}
|
||||
@ -404,7 +411,8 @@ namespace Prism { namespace Script {
|
||||
|
||||
Entity entity = entityMap.at(entityID);
|
||||
|
||||
auto& transform = entity.GetComponent<TransformComponent>() = *inTransform;
|
||||
auto& transform = entity.GetComponent<TransformComponent>();
|
||||
transform = *inTransform;
|
||||
transform.Rotation = glm::radians(transform.Rotation);
|
||||
}
|
||||
|
||||
@ -473,7 +481,13 @@ namespace Prism { namespace Script {
|
||||
PM_CORE_ASSERT(entityMap.find(entityID) != entityMap.end(), "Invalid entity ID or entity doesn't exist in scene!");
|
||||
|
||||
Entity entity = entityMap.at(entityID);
|
||||
entity.GetComponent<TransformComponent>().Rotation = glm::radians(*inRotation);
|
||||
auto& transformComponent = entity.GetComponent<TransformComponent>();
|
||||
transformComponent.Rotation = glm::radians(*inRotation);
|
||||
|
||||
const auto rotationQuat = glm::quat(transformComponent.Rotation);
|
||||
transformComponent.Up = glm::normalize(glm::rotate(rotationQuat, glm::vec3(0.0f, 1.0f, 0.0f)));
|
||||
transformComponent.Right = glm::normalize(glm::rotate(rotationQuat, glm::vec3(1.0f, 0.0f, 0.0f)));
|
||||
transformComponent.Forward = glm::normalize(glm::rotate(rotationQuat, glm::vec3(0.0f, 0.0f, -1.0f)));
|
||||
}
|
||||
|
||||
void Prism_TransformComponent_GetScale(uint64_t entityID, glm::vec3* outScale)
|
||||
|
||||
@ -14,7 +14,11 @@ extern "C" {
|
||||
typedef struct _MonoArray MonoArray;
|
||||
}
|
||||
|
||||
namespace Prism { namespace Script {
|
||||
namespace Prism::Script
|
||||
{
|
||||
|
||||
using LogCallback = std::function<void(const char*)>;
|
||||
void SetLogCallback(const LogCallback& callback);
|
||||
|
||||
/*
|
||||
struct ScriptTransform
|
||||
@ -117,7 +121,7 @@ namespace Prism { namespace Script {
|
||||
|
||||
void* Prism_MeshComponent_GetMesh(uint64_t entityID);
|
||||
void Prism_MeshComponent_SetMesh(uint64_t entityID, const Ref<Mesh>* inMesh);
|
||||
} }
|
||||
}
|
||||
|
||||
|
||||
#endif //SCRIPTWRAPPERS_H
|
||||
|
||||
@ -38,6 +38,8 @@ namespace Prism
|
||||
static std::string OpenFileSelector(const std::string& filter = "");
|
||||
static std::string SaveFileSelector(const std::string& filter = "");
|
||||
|
||||
static void OpenInExplorer(const std::string& path);
|
||||
|
||||
static bool CreateFolder(const std::filesystem::path& filepath);
|
||||
static bool Exists(const std::string& filepath);
|
||||
static std::string Rename(const std::string& filepath, const std::string& newName);
|
||||
|
||||
145
Prism/src/Prism/Utilities/SerializeUtils.h
Normal file
145
Prism/src/Prism/Utilities/SerializeUtils.h
Normal file
@ -0,0 +1,145 @@
|
||||
//
|
||||
// Created by Atdunbg on 2026/3/25.
|
||||
//
|
||||
|
||||
#ifndef PRISM_SERIALIZEUTILS_H
|
||||
#define PRISM_SERIALIZEUTILS_H
|
||||
|
||||
#include <yaml-cpp/yaml.h>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
namespace YAML
|
||||
{
|
||||
template<>
|
||||
struct convert<glm::vec2>
|
||||
{
|
||||
static Node encode(const glm::vec2& rhs)
|
||||
{
|
||||
Node node;
|
||||
node.push_back(rhs.x);
|
||||
node.push_back(rhs.y);
|
||||
return node;
|
||||
}
|
||||
|
||||
static bool decode(const Node& node, glm::vec2& rhs)
|
||||
{
|
||||
if (!node.IsSequence() || node.size() != 2)
|
||||
return false;
|
||||
|
||||
rhs.x = node[0].as<float>();
|
||||
rhs.y = node[1].as<float>();
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
template<>
|
||||
struct convert<glm::vec3>
|
||||
{
|
||||
static Node encode(const glm::vec3& rhs)
|
||||
{
|
||||
Node node;
|
||||
node.push_back(rhs.x);
|
||||
node.push_back(rhs.y);
|
||||
node.push_back(rhs.z);
|
||||
return node;
|
||||
}
|
||||
|
||||
static bool decode(const Node& node, glm::vec3& rhs)
|
||||
{
|
||||
if (!node.IsSequence() || node.size() != 3)
|
||||
return false;
|
||||
|
||||
rhs.x = node[0].as<float>();
|
||||
rhs.y = node[1].as<float>();
|
||||
rhs.z = node[2].as<float>();
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
template<>
|
||||
struct convert<glm::vec4>
|
||||
{
|
||||
static Node encode(const glm::vec4& rhs)
|
||||
{
|
||||
Node node;
|
||||
node.push_back(rhs.x);
|
||||
node.push_back(rhs.y);
|
||||
node.push_back(rhs.z);
|
||||
node.push_back(rhs.w);
|
||||
return node;
|
||||
}
|
||||
|
||||
static bool decode(const Node& node, glm::vec4& rhs)
|
||||
{
|
||||
if (!node.IsSequence() || node.size() != 4)
|
||||
return false;
|
||||
|
||||
rhs.x = node[0].as<float>();
|
||||
rhs.y = node[1].as<float>();
|
||||
rhs.z = node[2].as<float>();
|
||||
rhs.w = node[3].as<float>();
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
template<>
|
||||
struct convert<glm::quat>
|
||||
{
|
||||
static Node encode(const glm::quat& rhs)
|
||||
{
|
||||
Node node;
|
||||
node.push_back(rhs.w);
|
||||
node.push_back(rhs.x);
|
||||
node.push_back(rhs.y);
|
||||
node.push_back(rhs.z);
|
||||
return node;
|
||||
}
|
||||
|
||||
static bool decode(const Node& node, glm::quat& rhs)
|
||||
{
|
||||
if (!node.IsSequence() || node.size() != 4)
|
||||
return false;
|
||||
|
||||
rhs.w = node[0].as<float>();
|
||||
rhs.x = node[1].as<float>();
|
||||
rhs.y = node[2].as<float>();
|
||||
rhs.z = node[3].as<float>();
|
||||
return true;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
namespace Prism
|
||||
{
|
||||
inline YAML::Emitter& operator<<(YAML::Emitter& out, const glm::vec2& v)
|
||||
{
|
||||
out << YAML::Flow;
|
||||
out << YAML::BeginSeq << v.x << v.y << YAML::EndSeq;
|
||||
return out;
|
||||
}
|
||||
|
||||
inline YAML::Emitter& operator<<(YAML::Emitter& out, const glm::vec3& v)
|
||||
{
|
||||
out << YAML::Flow;
|
||||
out << YAML::BeginSeq << v.x << v.y << v.z << YAML::EndSeq;
|
||||
return out;
|
||||
}
|
||||
|
||||
|
||||
inline YAML::Emitter& operator<<(YAML::Emitter& out, const glm::vec4& v)
|
||||
{
|
||||
out << YAML::Flow;
|
||||
out << YAML::BeginSeq << v.x << v.y << v.z << v.w << YAML::EndSeq;
|
||||
return out;
|
||||
}
|
||||
|
||||
inline YAML::Emitter& operator<<(YAML::Emitter& out, const glm::quat& v)
|
||||
{
|
||||
out << YAML::Flow;
|
||||
out << YAML::BeginSeq << v.w << v.x << v.y << v.z << YAML::EndSeq;
|
||||
return out;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#endif //PRISM_SERIALIZEUTILS_H
|
||||
@ -4,6 +4,8 @@
|
||||
|
||||
#include "StringUtils.h"
|
||||
|
||||
#include <filesystem>
|
||||
|
||||
namespace Prism::Utils
|
||||
{
|
||||
|
||||
@ -17,10 +19,16 @@ namespace Prism::Utils
|
||||
return "";
|
||||
}
|
||||
|
||||
std::string ReplaceFilePathName(const std::string& filepath, const std::string& newName)
|
||||
{
|
||||
const std::string extension = GetExtension(filepath, true);
|
||||
return std::filesystem::path(filepath).parent_path().string() + "/" + newName + extension;
|
||||
}
|
||||
|
||||
std::string GetExtension(const std::string& filename, const bool includeDot)
|
||||
{
|
||||
if (const std::vector<std::string> parts = SplitString(filename, '.'); parts.size() > 1)
|
||||
return parts[ includeDot ? parts.size() - 1 : parts.size()];
|
||||
return (includeDot ? "." : "") + parts[parts.size() - 1];
|
||||
return "";
|
||||
}
|
||||
|
||||
|
||||
@ -9,8 +9,10 @@
|
||||
|
||||
namespace Prism::Utils
|
||||
{
|
||||
std::string ReplaceFilePathName(const std::string& filepath, const std::string& newName);
|
||||
|
||||
std::string GetFilename(const std::string& filepath);
|
||||
std::string GetExtension(const std::string& filename, bool includeDot = true);
|
||||
std::string GetExtension(const std::string& filename, bool includeDot = false);
|
||||
std::string RemoveExtension(const std::string& filename);
|
||||
std::string NormalizePath(std::string path);
|
||||
std::string StringToLower(const std::string& str);
|
||||
|
||||
@ -4,8 +4,8 @@ file(GLOB_RECURSE SRC_SOURCE ./PrismRuntime/**.cpp)
|
||||
|
||||
add_executable(${PROJECT_NAME} WIN32 ${SRC_SOURCE})
|
||||
target_compile_definitions(${PROJECT_NAME} PRIVATE PRISM_GUI)
|
||||
target_link_libraries(${PROJECT_NAME} PRIVATE Prism-static)
|
||||
target_link_libraries(${PROJECT_NAME} PRIVATE Prism-Runtime)
|
||||
|
||||
|
||||
add_executable(${PROJECT_NAME}-Console ${SRC_SOURCE})
|
||||
target_link_libraries(${PROJECT_NAME}-Console PRIVATE Prism-static)
|
||||
target_link_libraries(${PROJECT_NAME}-Console PRIVATE Prism-Runtime)
|
||||
|
||||
@ -4,6 +4,7 @@
|
||||
|
||||
#include "PrismRuntime.h"
|
||||
|
||||
#include "Prism/Core/Input.h"
|
||||
#include "Prism/Renderer/Renderer.h"
|
||||
#include "Prism/Renderer/SceneRenderer.h"
|
||||
#include "Prism/Scene/SceneSerializer.h"
|
||||
@ -15,13 +16,31 @@ void PrismRuntime::OnAttach()
|
||||
|
||||
AppInstance = &Prism::Application::Get();
|
||||
|
||||
PM_CLIENT_INFO("Create Scene");
|
||||
sceneName.emplace_back("assets/scenes/FPS.scene");
|
||||
sceneName.emplace_back("assets/scenes/FPSdemo.scene");
|
||||
|
||||
LoadScene(sceneName[0]);
|
||||
}
|
||||
|
||||
void PrismRuntime::OnDetach()
|
||||
{
|
||||
PM_CLIENT_INFO("Scene Shutdown");
|
||||
m_CurrentScene->OnShutdown();
|
||||
}
|
||||
|
||||
void PrismRuntime::LoadScene(const std::string& scene)
|
||||
{
|
||||
if (m_CurrentScene)
|
||||
{
|
||||
PM_CLIENT_INFO("Scene Shutdown");
|
||||
m_CurrentScene->OnShutdown();
|
||||
}
|
||||
|
||||
const Prism::Ref<Prism::Scene> newScene = Prism::Ref<Prism::Scene>::Create("runtime Scene", false, true);
|
||||
Prism::SceneSerializer serializer(newScene);
|
||||
|
||||
const char* scenePath = "assets/scenes/FPS.scene";
|
||||
PM_CLIENT_INFO("loading Scene: ", scenePath);
|
||||
serializer.Deserialize(scenePath);
|
||||
PM_CLIENT_INFO("loading Scene: ", scene);
|
||||
serializer.Deserialize(scene);
|
||||
|
||||
m_CurrentScene = newScene;
|
||||
|
||||
@ -32,16 +51,9 @@ void PrismRuntime::OnAttach()
|
||||
m_CurrentScene->SetViewportSize(windowSize);
|
||||
}
|
||||
|
||||
PM_CLIENT_INFO("Scene Start");
|
||||
m_CurrentScene->OnRuntimeStart();
|
||||
}
|
||||
|
||||
void PrismRuntime::OnDetach()
|
||||
{
|
||||
PM_CLIENT_INFO("Scene Shutdown");
|
||||
m_CurrentScene->OnShutdown();
|
||||
}
|
||||
|
||||
void PrismRuntime::OnUpdate(const Prism::TimeStep deltaTime)
|
||||
{
|
||||
m_CurrentScene->OnUpdate(deltaTime);
|
||||
@ -52,10 +64,25 @@ void PrismRuntime::OnUpdate(const Prism::TimeStep deltaTime)
|
||||
{
|
||||
m_CurrentScene->SetViewportSize(windowSize);
|
||||
}
|
||||
|
||||
if (shouldChangeScene)
|
||||
{
|
||||
LoadScene(sceneName[nextScene]);
|
||||
shouldChangeScene = false;
|
||||
}
|
||||
}
|
||||
|
||||
void PrismRuntime::OnEvent(Prism::Event& e)
|
||||
{
|
||||
if (Prism::Input::IsKeyPressed(Prism::KeyCode::L) && nextScene == 0)
|
||||
{
|
||||
shouldChangeScene = true;
|
||||
nextScene++;
|
||||
} else if (Prism::Input::IsKeyPressed(Prism::KeyCode::K) && nextScene == 1)
|
||||
{
|
||||
shouldChangeScene = true;
|
||||
nextScene--;
|
||||
}
|
||||
}
|
||||
|
||||
void PrismRuntime::OnImGuiRender()
|
||||
|
||||
@ -15,6 +15,8 @@ public:
|
||||
void OnAttach() override;
|
||||
void OnDetach() override;
|
||||
|
||||
void LoadScene(const std::string& scene);
|
||||
|
||||
void OnUpdate(Prism::TimeStep deltaTime) override;
|
||||
void OnEvent(Prism::Event& e) override;
|
||||
void OnImGuiRender() override;
|
||||
@ -24,6 +26,12 @@ private:
|
||||
Prism::Ref<Prism::Scene> m_CurrentScene;
|
||||
|
||||
Prism::Application* AppInstance = nullptr;
|
||||
|
||||
bool shouldChangeScene = false;
|
||||
|
||||
// debug
|
||||
std::vector<std::string> sceneName;
|
||||
int nextScene = 0;
|
||||
};
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user