Introduce scene viewport overlay providers
This commit is contained in:
@@ -84,6 +84,7 @@ add_executable(${PROJECT_NAME} WIN32
|
||||
src/Viewport/SceneViewportScaleGizmo.cpp
|
||||
src/Viewport/SceneViewportOrientationGizmo.cpp
|
||||
src/Viewport/SceneViewportOverlayBuilder.cpp
|
||||
src/Viewport/SceneViewportOverlayProviders.cpp
|
||||
src/Viewport/SceneViewportOverlayRenderer.cpp
|
||||
src/Viewport/Passes/SceneViewportEditorOverlayPass.cpp
|
||||
src/Viewport/Passes/SceneViewportGridPass.cpp
|
||||
|
||||
@@ -2,392 +2,29 @@
|
||||
|
||||
#include "Core/IEditorContext.h"
|
||||
#include "Core/ISceneManager.h"
|
||||
#include "SceneViewportOverlayHandleBuilder.h"
|
||||
#include "SceneViewportMath.h"
|
||||
|
||||
#include <XCEngine/Components/CameraComponent.h>
|
||||
#include <XCEngine/Components/GameObject.h>
|
||||
#include <XCEngine/Components/LightComponent.h>
|
||||
#include <XCEngine/Components/TransformComponent.h>
|
||||
#include <XCEngine/Core/Math/Rect.h>
|
||||
#include <XCEngine/Scene/Scene.h>
|
||||
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
#include <cmath>
|
||||
#include <utility>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace Editor {
|
||||
|
||||
namespace {
|
||||
|
||||
bool CanBuildOverlayForGameObject(const Components::GameObject* gameObject) {
|
||||
return gameObject != nullptr &&
|
||||
gameObject->GetTransform() != nullptr &&
|
||||
gameObject->IsActiveInHierarchy();
|
||||
SceneViewportOverlayBuilder::SceneViewportOverlayBuilder()
|
||||
: m_providerRegistry(BuildDefaultSceneViewportOverlayProviderRegistry()) {
|
||||
}
|
||||
|
||||
float ResolveCameraAspect(
|
||||
const Components::CameraComponent& camera,
|
||||
uint32_t viewportWidth,
|
||||
uint32_t viewportHeight) {
|
||||
const Math::Rect viewportRect = camera.GetViewportRect();
|
||||
const float resolvedWidth = static_cast<float>(viewportWidth) *
|
||||
(viewportRect.width > Math::EPSILON ? viewportRect.width : 1.0f);
|
||||
const float resolvedHeight = static_cast<float>(viewportHeight) *
|
||||
(viewportRect.height > Math::EPSILON ? viewportRect.height : 1.0f);
|
||||
return resolvedHeight > Math::EPSILON
|
||||
? resolvedWidth / resolvedHeight
|
||||
: 1.0f;
|
||||
SceneViewportOverlayBuilder::SceneViewportOverlayBuilder(
|
||||
SceneViewportOverlayProviderRegistry providerRegistry)
|
||||
: m_providerRegistry(std::move(providerRegistry)) {
|
||||
}
|
||||
|
||||
float ComputeWorldUnitsPerPixel(
|
||||
const SceneViewportOverlayData& overlay,
|
||||
const Math::Vector3& worldPoint,
|
||||
uint32_t viewportHeight) {
|
||||
if (!overlay.valid || viewportHeight <= 1u) {
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
const Math::Vector3 cameraForward = overlay.cameraForward.Normalized();
|
||||
const float depth = Math::Vector3::Dot(worldPoint - overlay.cameraPosition, cameraForward);
|
||||
if (depth <= Math::EPSILON) {
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
return 2.0f * depth * std::tan(overlay.verticalFovDegrees * Math::DEG_TO_RAD * 0.5f) /
|
||||
static_cast<float>(viewportHeight);
|
||||
}
|
||||
|
||||
void AppendWorldLine(
|
||||
SceneViewportOverlayFrameData& frameData,
|
||||
const Math::Vector3& startWorld,
|
||||
const Math::Vector3& endWorld,
|
||||
const Math::Color& color,
|
||||
float thicknessPixels,
|
||||
SceneViewportOverlayDepthMode depthMode) {
|
||||
SceneViewportOverlayLinePrimitive& line = frameData.worldLines.emplace_back();
|
||||
line.startWorld = startWorld;
|
||||
line.endWorld = endWorld;
|
||||
line.color = color;
|
||||
line.thicknessPixels = thicknessPixels;
|
||||
line.depthMode = depthMode;
|
||||
}
|
||||
|
||||
void AppendWorldSprite(
|
||||
SceneViewportOverlayFrameData& frameData,
|
||||
const Math::Vector3& worldPosition,
|
||||
const Math::Vector2& sizePixels,
|
||||
const Math::Color& tintColor,
|
||||
float sortDepth,
|
||||
uint64_t entityId,
|
||||
SceneViewportOverlaySpriteTextureKind textureKind,
|
||||
SceneViewportOverlayDepthMode depthMode) {
|
||||
if (entityId == 0 || sizePixels.x <= Math::EPSILON || sizePixels.y <= Math::EPSILON) {
|
||||
return;
|
||||
}
|
||||
|
||||
SceneViewportOverlaySpritePrimitive& sprite = frameData.worldSprites.emplace_back();
|
||||
sprite.worldPosition = worldPosition;
|
||||
sprite.sizePixels = sizePixels;
|
||||
sprite.tintColor = tintColor;
|
||||
sprite.sortDepth = sortDepth;
|
||||
sprite.entityId = entityId;
|
||||
sprite.textureKind = textureKind;
|
||||
sprite.depthMode = depthMode;
|
||||
}
|
||||
|
||||
void AppendHandleRecord(
|
||||
SceneViewportOverlayFrameData& frameData,
|
||||
SceneViewportOverlayHandleKind kind,
|
||||
uint64_t handleId,
|
||||
uint64_t entityId,
|
||||
const Math::Vector3& worldPosition,
|
||||
const Math::Vector2& sizePixels,
|
||||
float sortDepth) {
|
||||
if (kind == SceneViewportOverlayHandleKind::None ||
|
||||
handleId == 0 ||
|
||||
entityId == 0 ||
|
||||
sizePixels.x <= Math::EPSILON ||
|
||||
sizePixels.y <= Math::EPSILON) {
|
||||
return;
|
||||
}
|
||||
|
||||
SceneViewportOverlayHandleRecord& handleRecord = frameData.handleRecords.emplace_back();
|
||||
handleRecord.kind = kind;
|
||||
handleRecord.handleId = handleId;
|
||||
handleRecord.entityId = entityId;
|
||||
handleRecord.shape = SceneViewportOverlayHandleShape::WorldRect;
|
||||
handleRecord.priority = Detail::kSceneViewportHandlePrioritySceneIcon;
|
||||
handleRecord.worldPosition = worldPosition;
|
||||
handleRecord.sizePixels = sizePixels;
|
||||
handleRecord.sortDepth = sortDepth;
|
||||
}
|
||||
|
||||
void AppendSceneIconOverlay(
|
||||
SceneViewportOverlayFrameData& frameData,
|
||||
const SceneViewportOverlayData& overlay,
|
||||
uint32_t viewportWidth,
|
||||
uint32_t viewportHeight,
|
||||
const Components::GameObject& gameObject,
|
||||
const Math::Vector2& sizePixels,
|
||||
SceneViewportOverlaySpriteTextureKind textureKind) {
|
||||
const Components::TransformComponent* transform = gameObject.GetTransform();
|
||||
if (transform == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
const SceneViewportProjectedPoint projectedPoint = ProjectSceneViewportWorldPoint(
|
||||
overlay,
|
||||
static_cast<float>(viewportWidth),
|
||||
static_cast<float>(viewportHeight),
|
||||
transform->GetPosition());
|
||||
if (!projectedPoint.visible) {
|
||||
return;
|
||||
}
|
||||
|
||||
AppendWorldSprite(
|
||||
frameData,
|
||||
transform->GetPosition(),
|
||||
sizePixels,
|
||||
Math::Color::White(),
|
||||
projectedPoint.ndcDepth,
|
||||
gameObject.GetID(),
|
||||
textureKind,
|
||||
SceneViewportOverlayDepthMode::AlwaysOnTop);
|
||||
AppendHandleRecord(
|
||||
frameData,
|
||||
SceneViewportOverlayHandleKind::SceneIcon,
|
||||
gameObject.GetID(),
|
||||
gameObject.GetID(),
|
||||
transform->GetPosition(),
|
||||
sizePixels,
|
||||
projectedPoint.ndcDepth);
|
||||
}
|
||||
|
||||
void AppendCameraFrustumOverlay(
|
||||
SceneViewportOverlayFrameData& frameData,
|
||||
const Components::CameraComponent& camera,
|
||||
const Components::GameObject& gameObject,
|
||||
uint32_t viewportWidth,
|
||||
uint32_t viewportHeight) {
|
||||
const Components::TransformComponent* transform = gameObject.GetTransform();
|
||||
if (transform == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
const Math::Vector3 position = transform->GetPosition();
|
||||
const Math::Vector3 forward = transform->GetForward().Normalized();
|
||||
const Math::Vector3 right = transform->GetRight().Normalized();
|
||||
const Math::Vector3 up = transform->GetUp().Normalized();
|
||||
if (forward.SqrMagnitude() <= Math::EPSILON ||
|
||||
right.SqrMagnitude() <= Math::EPSILON ||
|
||||
up.SqrMagnitude() <= Math::EPSILON) {
|
||||
return;
|
||||
}
|
||||
|
||||
const float nearClip = (std::max)(camera.GetNearClipPlane(), 0.01f);
|
||||
const float farClip = (std::max)(camera.GetFarClipPlane(), nearClip + 0.01f);
|
||||
const float aspect = ResolveCameraAspect(camera, viewportWidth, viewportHeight);
|
||||
|
||||
float nearHalfHeight = 0.0f;
|
||||
float nearHalfWidth = 0.0f;
|
||||
float farHalfHeight = 0.0f;
|
||||
float farHalfWidth = 0.0f;
|
||||
if (camera.GetProjectionType() == Components::CameraProjectionType::Perspective) {
|
||||
const float halfFovRadians =
|
||||
std::clamp(camera.GetFieldOfView(), 1.0f, 179.0f) * Math::DEG_TO_RAD * 0.5f;
|
||||
nearHalfHeight = std::tan(halfFovRadians) * nearClip;
|
||||
nearHalfWidth = nearHalfHeight * aspect;
|
||||
farHalfHeight = std::tan(halfFovRadians) * farClip;
|
||||
farHalfWidth = farHalfHeight * aspect;
|
||||
} else {
|
||||
const float halfHeight = (std::max)(camera.GetOrthographicSize(), 0.01f);
|
||||
const float halfWidth = halfHeight * aspect;
|
||||
nearHalfHeight = halfHeight;
|
||||
nearHalfWidth = halfWidth;
|
||||
farHalfHeight = halfHeight;
|
||||
farHalfWidth = halfWidth;
|
||||
}
|
||||
|
||||
const Math::Vector3 nearCenter = position + forward * nearClip;
|
||||
const Math::Vector3 farCenter = position + forward * farClip;
|
||||
const std::array<Math::Vector3, 8> corners = {{
|
||||
nearCenter + up * nearHalfHeight - right * nearHalfWidth,
|
||||
nearCenter + up * nearHalfHeight + right * nearHalfWidth,
|
||||
nearCenter - up * nearHalfHeight + right * nearHalfWidth,
|
||||
nearCenter - up * nearHalfHeight - right * nearHalfWidth,
|
||||
farCenter + up * farHalfHeight - right * farHalfWidth,
|
||||
farCenter + up * farHalfHeight + right * farHalfWidth,
|
||||
farCenter - up * farHalfHeight + right * farHalfWidth,
|
||||
farCenter - up * farHalfHeight - right * farHalfWidth
|
||||
}};
|
||||
|
||||
static constexpr std::array<std::pair<size_t, size_t>, 12> kFrustumEdges = {{
|
||||
{ 0u, 1u }, { 1u, 2u }, { 2u, 3u }, { 3u, 0u },
|
||||
{ 4u, 5u }, { 5u, 6u }, { 6u, 7u }, { 7u, 4u },
|
||||
{ 0u, 4u }, { 1u, 5u }, { 2u, 6u }, { 3u, 7u }
|
||||
}};
|
||||
constexpr Math::Color kFrustumColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
|
||||
for (const auto& edge : kFrustumEdges) {
|
||||
AppendWorldLine(
|
||||
frameData,
|
||||
corners[edge.first],
|
||||
corners[edge.second],
|
||||
kFrustumColor,
|
||||
1.6f,
|
||||
SceneViewportOverlayDepthMode::AlwaysOnTop);
|
||||
}
|
||||
}
|
||||
|
||||
void AppendDirectionalLightOverlay(
|
||||
SceneViewportOverlayFrameData& frameData,
|
||||
const Components::GameObject& gameObject,
|
||||
const SceneViewportOverlayData& overlay,
|
||||
uint32_t viewportHeight) {
|
||||
const Components::TransformComponent* transform = gameObject.GetTransform();
|
||||
if (transform == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
const Math::Vector3 position = transform->GetPosition();
|
||||
const Math::Vector3 lightDirection = (transform->GetForward() * -1.0f).Normalized();
|
||||
const Math::Vector3 right = transform->GetRight().Normalized();
|
||||
const Math::Vector3 up = transform->GetUp().Normalized();
|
||||
if (lightDirection.SqrMagnitude() <= Math::EPSILON ||
|
||||
right.SqrMagnitude() <= Math::EPSILON ||
|
||||
up.SqrMagnitude() <= Math::EPSILON) {
|
||||
return;
|
||||
}
|
||||
|
||||
const float worldUnitsPerPixel = ComputeWorldUnitsPerPixel(overlay, position, viewportHeight);
|
||||
if (worldUnitsPerPixel <= Math::EPSILON) {
|
||||
return;
|
||||
}
|
||||
|
||||
constexpr Math::Color kDirectionalLightColor(1.0f, 0.92f, 0.24f, 1.0f);
|
||||
constexpr float kLineThickness = 1.8f;
|
||||
constexpr size_t kRingSegmentCount = 32;
|
||||
constexpr std::array<float, 6> kRayAngles = {{
|
||||
0.0f,
|
||||
Math::PI / 3.0f,
|
||||
Math::PI * 2.0f / 3.0f,
|
||||
Math::PI,
|
||||
Math::PI * 4.0f / 3.0f,
|
||||
Math::PI * 5.0f / 3.0f
|
||||
}};
|
||||
|
||||
const float ringRadius = worldUnitsPerPixel * 26.0f;
|
||||
const float ringOffset = worldUnitsPerPixel * 54.0f;
|
||||
const float innerRayRadius = ringRadius * 0.52f;
|
||||
const float rayLength = worldUnitsPerPixel * 96.0f;
|
||||
const Math::Vector3 ringCenter = position + lightDirection * ringOffset;
|
||||
|
||||
for (size_t segmentIndex = 0; segmentIndex < kRingSegmentCount; ++segmentIndex) {
|
||||
const float angle0 =
|
||||
static_cast<float>(segmentIndex) / static_cast<float>(kRingSegmentCount) * Math::PI * 2.0f;
|
||||
const float angle1 =
|
||||
static_cast<float>(segmentIndex + 1u) / static_cast<float>(kRingSegmentCount) * Math::PI * 2.0f;
|
||||
const Math::Vector3 p0 =
|
||||
ringCenter + right * std::cos(angle0) * ringRadius + up * std::sin(angle0) * ringRadius;
|
||||
const Math::Vector3 p1 =
|
||||
ringCenter + right * std::cos(angle1) * ringRadius + up * std::sin(angle1) * ringRadius;
|
||||
AppendWorldLine(
|
||||
frameData,
|
||||
p0,
|
||||
p1,
|
||||
kDirectionalLightColor,
|
||||
kLineThickness,
|
||||
SceneViewportOverlayDepthMode::AlwaysOnTop);
|
||||
}
|
||||
|
||||
AppendWorldLine(
|
||||
frameData,
|
||||
position,
|
||||
ringCenter,
|
||||
kDirectionalLightColor,
|
||||
kLineThickness,
|
||||
SceneViewportOverlayDepthMode::AlwaysOnTop);
|
||||
AppendWorldLine(
|
||||
frameData,
|
||||
ringCenter,
|
||||
ringCenter + lightDirection * rayLength,
|
||||
kDirectionalLightColor,
|
||||
kLineThickness,
|
||||
SceneViewportOverlayDepthMode::AlwaysOnTop);
|
||||
|
||||
for (float angle : kRayAngles) {
|
||||
const Math::Vector3 rayStart =
|
||||
ringCenter + right * std::cos(angle) * innerRayRadius + up * std::sin(angle) * innerRayRadius;
|
||||
AppendWorldLine(
|
||||
frameData,
|
||||
rayStart,
|
||||
rayStart + lightDirection * rayLength,
|
||||
kDirectionalLightColor,
|
||||
kLineThickness,
|
||||
SceneViewportOverlayDepthMode::AlwaysOnTop);
|
||||
}
|
||||
}
|
||||
|
||||
void AppendSceneObjectIconOverlays(
|
||||
SceneViewportOverlayFrameData& frameData,
|
||||
const Components::Scene& scene,
|
||||
const SceneViewportOverlayData& overlay,
|
||||
uint32_t viewportWidth,
|
||||
uint32_t viewportHeight) {
|
||||
constexpr Math::Vector2 kCameraIconSize(90.0f, 90.0f);
|
||||
constexpr Math::Vector2 kLightIconSize(100.0f, 100.0f);
|
||||
|
||||
for (Components::CameraComponent* camera : scene.FindObjectsOfType<Components::CameraComponent>()) {
|
||||
if (camera == nullptr || !camera->IsEnabled()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
Components::GameObject* gameObject = camera->GetGameObject();
|
||||
if (!CanBuildOverlayForGameObject(gameObject)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
AppendSceneIconOverlay(
|
||||
frameData,
|
||||
overlay,
|
||||
viewportWidth,
|
||||
viewportHeight,
|
||||
*gameObject,
|
||||
kCameraIconSize,
|
||||
SceneViewportOverlaySpriteTextureKind::Camera);
|
||||
}
|
||||
|
||||
for (Components::LightComponent* light : scene.FindObjectsOfType<Components::LightComponent>()) {
|
||||
if (light == nullptr || !light->IsEnabled()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
Components::GameObject* gameObject = light->GetGameObject();
|
||||
if (!CanBuildOverlayForGameObject(gameObject)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
AppendSceneIconOverlay(
|
||||
frameData,
|
||||
overlay,
|
||||
viewportWidth,
|
||||
viewportHeight,
|
||||
*gameObject,
|
||||
kLightIconSize,
|
||||
SceneViewportOverlaySpriteTextureKind::Light);
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
SceneViewportOverlayFrameData SceneViewportOverlayBuilder::Build(
|
||||
IEditorContext& context,
|
||||
const SceneViewportOverlayData& overlay,
|
||||
uint32_t viewportWidth,
|
||||
uint32_t viewportHeight,
|
||||
const std::vector<uint64_t>& selectedObjectIds) {
|
||||
const std::vector<uint64_t>& selectedObjectIds) const {
|
||||
SceneViewportOverlayFrameData frameData = {};
|
||||
frameData.overlay = overlay;
|
||||
if (!overlay.valid || viewportWidth == 0u || viewportHeight == 0u) {
|
||||
@@ -399,31 +36,15 @@ SceneViewportOverlayFrameData SceneViewportOverlayBuilder::Build(
|
||||
return frameData;
|
||||
}
|
||||
|
||||
AppendSceneObjectIconOverlays(frameData, *scene, overlay, viewportWidth, viewportHeight);
|
||||
|
||||
for (uint64_t entityId : selectedObjectIds) {
|
||||
if (entityId == 0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
Components::GameObject* gameObject = context.GetSceneManager().GetEntity(entityId);
|
||||
if (!CanBuildOverlayForGameObject(gameObject)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (Components::CameraComponent* camera = gameObject->GetComponent<Components::CameraComponent>();
|
||||
camera != nullptr && camera->IsEnabled()) {
|
||||
AppendCameraFrustumOverlay(frameData, *camera, *gameObject, viewportWidth, viewportHeight);
|
||||
}
|
||||
|
||||
if (Components::LightComponent* light = gameObject->GetComponent<Components::LightComponent>();
|
||||
light != nullptr &&
|
||||
light->IsEnabled() &&
|
||||
light->GetLightType() == Components::LightType::Directional) {
|
||||
AppendDirectionalLightOverlay(frameData, *gameObject, overlay, viewportHeight);
|
||||
}
|
||||
}
|
||||
|
||||
const SceneViewportOverlayBuildContext buildContext = {
|
||||
&context,
|
||||
scene,
|
||||
&overlay,
|
||||
viewportWidth,
|
||||
viewportHeight,
|
||||
&selectedObjectIds
|
||||
};
|
||||
m_providerRegistry.AppendOverlay(buildContext, frameData);
|
||||
return frameData;
|
||||
}
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include "IViewportHostService.h"
|
||||
#include "SceneViewportEditorOverlayData.h"
|
||||
#include "SceneViewportOverlayProviders.h"
|
||||
|
||||
#include <cstdint>
|
||||
#include <vector>
|
||||
@@ -13,12 +13,26 @@ class IEditorContext;
|
||||
|
||||
class SceneViewportOverlayBuilder {
|
||||
public:
|
||||
static SceneViewportOverlayFrameData Build(
|
||||
SceneViewportOverlayBuilder();
|
||||
explicit SceneViewportOverlayBuilder(SceneViewportOverlayProviderRegistry providerRegistry);
|
||||
|
||||
SceneViewportOverlayFrameData Build(
|
||||
IEditorContext& context,
|
||||
const SceneViewportOverlayData& overlay,
|
||||
uint32_t viewportWidth,
|
||||
uint32_t viewportHeight,
|
||||
const std::vector<uint64_t>& selectedObjectIds);
|
||||
const std::vector<uint64_t>& selectedObjectIds) const;
|
||||
|
||||
const SceneViewportOverlayProviderRegistry& GetProviderRegistry() const {
|
||||
return m_providerRegistry;
|
||||
}
|
||||
|
||||
SceneViewportOverlayProviderRegistry& GetProviderRegistry() {
|
||||
return m_providerRegistry;
|
||||
}
|
||||
|
||||
private:
|
||||
SceneViewportOverlayProviderRegistry m_providerRegistry = {};
|
||||
};
|
||||
|
||||
} // namespace Editor
|
||||
|
||||
502
editor/src/Viewport/SceneViewportOverlayProviders.cpp
Normal file
502
editor/src/Viewport/SceneViewportOverlayProviders.cpp
Normal file
@@ -0,0 +1,502 @@
|
||||
#include "SceneViewportOverlayProviders.h"
|
||||
|
||||
#include <XCEngine/Components/CameraComponent.h>
|
||||
#include <XCEngine/Components/GameObject.h>
|
||||
#include <XCEngine/Components/LightComponent.h>
|
||||
#include <XCEngine/Components/TransformComponent.h>
|
||||
#include <XCEngine/Core/Math/Rect.h>
|
||||
#include <XCEngine/Scene/Scene.h>
|
||||
|
||||
#include "SceneViewportOverlayHandleBuilder.h"
|
||||
#include "SceneViewportMath.h"
|
||||
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
#include <cmath>
|
||||
#include <utility>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace Editor {
|
||||
|
||||
namespace {
|
||||
|
||||
bool CanBuildOverlayForGameObject(const Components::GameObject* gameObject) {
|
||||
return gameObject != nullptr &&
|
||||
gameObject->GetTransform() != nullptr &&
|
||||
gameObject->IsActiveInHierarchy();
|
||||
}
|
||||
|
||||
float ResolveCameraAspect(
|
||||
const Components::CameraComponent& camera,
|
||||
uint32_t viewportWidth,
|
||||
uint32_t viewportHeight) {
|
||||
const Math::Rect viewportRect = camera.GetViewportRect();
|
||||
const float resolvedWidth = static_cast<float>(viewportWidth) *
|
||||
(viewportRect.width > Math::EPSILON ? viewportRect.width : 1.0f);
|
||||
const float resolvedHeight = static_cast<float>(viewportHeight) *
|
||||
(viewportRect.height > Math::EPSILON ? viewportRect.height : 1.0f);
|
||||
return resolvedHeight > Math::EPSILON
|
||||
? resolvedWidth / resolvedHeight
|
||||
: 1.0f;
|
||||
}
|
||||
|
||||
float ComputeWorldUnitsPerPixel(
|
||||
const SceneViewportOverlayData& overlay,
|
||||
const Math::Vector3& worldPoint,
|
||||
uint32_t viewportHeight) {
|
||||
if (!overlay.valid || viewportHeight <= 1u) {
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
const Math::Vector3 cameraForward = overlay.cameraForward.Normalized();
|
||||
const float depth = Math::Vector3::Dot(worldPoint - overlay.cameraPosition, cameraForward);
|
||||
if (depth <= Math::EPSILON) {
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
return 2.0f * depth * std::tan(overlay.verticalFovDegrees * Math::DEG_TO_RAD * 0.5f) /
|
||||
static_cast<float>(viewportHeight);
|
||||
}
|
||||
|
||||
void AppendWorldLine(
|
||||
SceneViewportOverlayFrameData& frameData,
|
||||
const Math::Vector3& startWorld,
|
||||
const Math::Vector3& endWorld,
|
||||
const Math::Color& color,
|
||||
float thicknessPixels,
|
||||
SceneViewportOverlayDepthMode depthMode) {
|
||||
SceneViewportOverlayLinePrimitive& line = frameData.worldLines.emplace_back();
|
||||
line.startWorld = startWorld;
|
||||
line.endWorld = endWorld;
|
||||
line.color = color;
|
||||
line.thicknessPixels = thicknessPixels;
|
||||
line.depthMode = depthMode;
|
||||
}
|
||||
|
||||
void AppendWorldSprite(
|
||||
SceneViewportOverlayFrameData& frameData,
|
||||
const Math::Vector3& worldPosition,
|
||||
const Math::Vector2& sizePixels,
|
||||
const Math::Color& tintColor,
|
||||
float sortDepth,
|
||||
uint64_t entityId,
|
||||
SceneViewportOverlaySpriteTextureKind textureKind,
|
||||
SceneViewportOverlayDepthMode depthMode) {
|
||||
if (entityId == 0 || sizePixels.x <= Math::EPSILON || sizePixels.y <= Math::EPSILON) {
|
||||
return;
|
||||
}
|
||||
|
||||
SceneViewportOverlaySpritePrimitive& sprite = frameData.worldSprites.emplace_back();
|
||||
sprite.worldPosition = worldPosition;
|
||||
sprite.sizePixels = sizePixels;
|
||||
sprite.tintColor = tintColor;
|
||||
sprite.sortDepth = sortDepth;
|
||||
sprite.entityId = entityId;
|
||||
sprite.textureKind = textureKind;
|
||||
sprite.depthMode = depthMode;
|
||||
}
|
||||
|
||||
void AppendHandleRecord(
|
||||
SceneViewportOverlayFrameData& frameData,
|
||||
SceneViewportOverlayHandleKind kind,
|
||||
uint64_t handleId,
|
||||
uint64_t entityId,
|
||||
const Math::Vector3& worldPosition,
|
||||
const Math::Vector2& sizePixels,
|
||||
float sortDepth) {
|
||||
if (kind == SceneViewportOverlayHandleKind::None ||
|
||||
handleId == 0 ||
|
||||
entityId == 0 ||
|
||||
sizePixels.x <= Math::EPSILON ||
|
||||
sizePixels.y <= Math::EPSILON) {
|
||||
return;
|
||||
}
|
||||
|
||||
SceneViewportOverlayHandleRecord& handleRecord = frameData.handleRecords.emplace_back();
|
||||
handleRecord.kind = kind;
|
||||
handleRecord.handleId = handleId;
|
||||
handleRecord.entityId = entityId;
|
||||
handleRecord.shape = SceneViewportOverlayHandleShape::WorldRect;
|
||||
handleRecord.priority = Detail::kSceneViewportHandlePrioritySceneIcon;
|
||||
handleRecord.worldPosition = worldPosition;
|
||||
handleRecord.sizePixels = sizePixels;
|
||||
handleRecord.sortDepth = sortDepth;
|
||||
}
|
||||
|
||||
void AppendSceneIconOverlay(
|
||||
SceneViewportOverlayFrameData& frameData,
|
||||
const SceneViewportOverlayData& overlay,
|
||||
uint32_t viewportWidth,
|
||||
uint32_t viewportHeight,
|
||||
const Components::GameObject& gameObject,
|
||||
const Math::Vector2& sizePixels,
|
||||
SceneViewportOverlaySpriteTextureKind textureKind) {
|
||||
const Components::TransformComponent* transform = gameObject.GetTransform();
|
||||
if (transform == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
const SceneViewportProjectedPoint projectedPoint = ProjectSceneViewportWorldPoint(
|
||||
overlay,
|
||||
static_cast<float>(viewportWidth),
|
||||
static_cast<float>(viewportHeight),
|
||||
transform->GetPosition());
|
||||
if (!projectedPoint.visible) {
|
||||
return;
|
||||
}
|
||||
|
||||
AppendWorldSprite(
|
||||
frameData,
|
||||
transform->GetPosition(),
|
||||
sizePixels,
|
||||
Math::Color::White(),
|
||||
projectedPoint.ndcDepth,
|
||||
gameObject.GetID(),
|
||||
textureKind,
|
||||
SceneViewportOverlayDepthMode::AlwaysOnTop);
|
||||
AppendHandleRecord(
|
||||
frameData,
|
||||
SceneViewportOverlayHandleKind::SceneIcon,
|
||||
gameObject.GetID(),
|
||||
gameObject.GetID(),
|
||||
transform->GetPosition(),
|
||||
sizePixels,
|
||||
projectedPoint.ndcDepth);
|
||||
}
|
||||
|
||||
void AppendCameraFrustumOverlay(
|
||||
SceneViewportOverlayFrameData& frameData,
|
||||
const Components::CameraComponent& camera,
|
||||
const Components::GameObject& gameObject,
|
||||
uint32_t viewportWidth,
|
||||
uint32_t viewportHeight) {
|
||||
const Components::TransformComponent* transform = gameObject.GetTransform();
|
||||
if (transform == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
const Math::Vector3 position = transform->GetPosition();
|
||||
const Math::Vector3 forward = transform->GetForward().Normalized();
|
||||
const Math::Vector3 right = transform->GetRight().Normalized();
|
||||
const Math::Vector3 up = transform->GetUp().Normalized();
|
||||
if (forward.SqrMagnitude() <= Math::EPSILON ||
|
||||
right.SqrMagnitude() <= Math::EPSILON ||
|
||||
up.SqrMagnitude() <= Math::EPSILON) {
|
||||
return;
|
||||
}
|
||||
|
||||
const float nearClip = (std::max)(camera.GetNearClipPlane(), 0.01f);
|
||||
const float farClip = (std::max)(camera.GetFarClipPlane(), nearClip + 0.01f);
|
||||
const float aspect = ResolveCameraAspect(camera, viewportWidth, viewportHeight);
|
||||
|
||||
float nearHalfHeight = 0.0f;
|
||||
float nearHalfWidth = 0.0f;
|
||||
float farHalfHeight = 0.0f;
|
||||
float farHalfWidth = 0.0f;
|
||||
if (camera.GetProjectionType() == Components::CameraProjectionType::Perspective) {
|
||||
const float halfFovRadians =
|
||||
std::clamp(camera.GetFieldOfView(), 1.0f, 179.0f) * Math::DEG_TO_RAD * 0.5f;
|
||||
nearHalfHeight = std::tan(halfFovRadians) * nearClip;
|
||||
nearHalfWidth = nearHalfHeight * aspect;
|
||||
farHalfHeight = std::tan(halfFovRadians) * farClip;
|
||||
farHalfWidth = farHalfHeight * aspect;
|
||||
} else {
|
||||
const float halfHeight = (std::max)(camera.GetOrthographicSize(), 0.01f);
|
||||
const float halfWidth = halfHeight * aspect;
|
||||
nearHalfHeight = halfHeight;
|
||||
nearHalfWidth = halfWidth;
|
||||
farHalfHeight = halfHeight;
|
||||
farHalfWidth = halfWidth;
|
||||
}
|
||||
|
||||
const Math::Vector3 nearCenter = position + forward * nearClip;
|
||||
const Math::Vector3 farCenter = position + forward * farClip;
|
||||
const std::array<Math::Vector3, 8> corners = {{
|
||||
nearCenter + up * nearHalfHeight - right * nearHalfWidth,
|
||||
nearCenter + up * nearHalfHeight + right * nearHalfWidth,
|
||||
nearCenter - up * nearHalfHeight + right * nearHalfWidth,
|
||||
nearCenter - up * nearHalfHeight - right * nearHalfWidth,
|
||||
farCenter + up * farHalfHeight - right * farHalfWidth,
|
||||
farCenter + up * farHalfHeight + right * farHalfWidth,
|
||||
farCenter - up * farHalfHeight + right * farHalfWidth,
|
||||
farCenter - up * farHalfHeight - right * farHalfWidth
|
||||
}};
|
||||
|
||||
static constexpr std::array<std::pair<size_t, size_t>, 12> kFrustumEdges = {{
|
||||
{ 0u, 1u }, { 1u, 2u }, { 2u, 3u }, { 3u, 0u },
|
||||
{ 4u, 5u }, { 5u, 6u }, { 6u, 7u }, { 7u, 4u },
|
||||
{ 0u, 4u }, { 1u, 5u }, { 2u, 6u }, { 3u, 7u }
|
||||
}};
|
||||
constexpr Math::Color kFrustumColor(1.0f, 1.0f, 1.0f, 1.0f);
|
||||
|
||||
for (const auto& edge : kFrustumEdges) {
|
||||
AppendWorldLine(
|
||||
frameData,
|
||||
corners[edge.first],
|
||||
corners[edge.second],
|
||||
kFrustumColor,
|
||||
1.6f,
|
||||
SceneViewportOverlayDepthMode::AlwaysOnTop);
|
||||
}
|
||||
}
|
||||
|
||||
void AppendDirectionalLightOverlay(
|
||||
SceneViewportOverlayFrameData& frameData,
|
||||
const Components::GameObject& gameObject,
|
||||
const SceneViewportOverlayData& overlay,
|
||||
uint32_t viewportHeight) {
|
||||
const Components::TransformComponent* transform = gameObject.GetTransform();
|
||||
if (transform == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
const Math::Vector3 position = transform->GetPosition();
|
||||
const Math::Vector3 lightDirection = (transform->GetForward() * -1.0f).Normalized();
|
||||
const Math::Vector3 right = transform->GetRight().Normalized();
|
||||
const Math::Vector3 up = transform->GetUp().Normalized();
|
||||
if (lightDirection.SqrMagnitude() <= Math::EPSILON ||
|
||||
right.SqrMagnitude() <= Math::EPSILON ||
|
||||
up.SqrMagnitude() <= Math::EPSILON) {
|
||||
return;
|
||||
}
|
||||
|
||||
const float worldUnitsPerPixel = ComputeWorldUnitsPerPixel(overlay, position, viewportHeight);
|
||||
if (worldUnitsPerPixel <= Math::EPSILON) {
|
||||
return;
|
||||
}
|
||||
|
||||
constexpr Math::Color kDirectionalLightColor(1.0f, 0.92f, 0.24f, 1.0f);
|
||||
constexpr float kLineThickness = 1.8f;
|
||||
constexpr size_t kRingSegmentCount = 32u;
|
||||
constexpr std::array<float, 6> kRayAngles = {{
|
||||
0.0f,
|
||||
Math::PI / 3.0f,
|
||||
Math::PI * 2.0f / 3.0f,
|
||||
Math::PI,
|
||||
Math::PI * 4.0f / 3.0f,
|
||||
Math::PI * 5.0f / 3.0f
|
||||
}};
|
||||
|
||||
const float ringRadius = worldUnitsPerPixel * 26.0f;
|
||||
const float ringOffset = worldUnitsPerPixel * 54.0f;
|
||||
const float innerRayRadius = ringRadius * 0.52f;
|
||||
const float rayLength = worldUnitsPerPixel * 96.0f;
|
||||
const Math::Vector3 ringCenter = position + lightDirection * ringOffset;
|
||||
|
||||
for (size_t segmentIndex = 0; segmentIndex < kRingSegmentCount; ++segmentIndex) {
|
||||
const float angle0 =
|
||||
static_cast<float>(segmentIndex) / static_cast<float>(kRingSegmentCount) * Math::PI * 2.0f;
|
||||
const float angle1 =
|
||||
static_cast<float>(segmentIndex + 1u) / static_cast<float>(kRingSegmentCount) * Math::PI * 2.0f;
|
||||
const Math::Vector3 p0 =
|
||||
ringCenter + right * std::cos(angle0) * ringRadius + up * std::sin(angle0) * ringRadius;
|
||||
const Math::Vector3 p1 =
|
||||
ringCenter + right * std::cos(angle1) * ringRadius + up * std::sin(angle1) * ringRadius;
|
||||
AppendWorldLine(
|
||||
frameData,
|
||||
p0,
|
||||
p1,
|
||||
kDirectionalLightColor,
|
||||
kLineThickness,
|
||||
SceneViewportOverlayDepthMode::AlwaysOnTop);
|
||||
}
|
||||
|
||||
AppendWorldLine(
|
||||
frameData,
|
||||
position,
|
||||
ringCenter,
|
||||
kDirectionalLightColor,
|
||||
kLineThickness,
|
||||
SceneViewportOverlayDepthMode::AlwaysOnTop);
|
||||
AppendWorldLine(
|
||||
frameData,
|
||||
ringCenter,
|
||||
ringCenter + lightDirection * rayLength,
|
||||
kDirectionalLightColor,
|
||||
kLineThickness,
|
||||
SceneViewportOverlayDepthMode::AlwaysOnTop);
|
||||
|
||||
for (float angle : kRayAngles) {
|
||||
const Math::Vector3 rayStart =
|
||||
ringCenter + right * std::cos(angle) * innerRayRadius + up * std::sin(angle) * innerRayRadius;
|
||||
AppendWorldLine(
|
||||
frameData,
|
||||
rayStart,
|
||||
rayStart + lightDirection * rayLength,
|
||||
kDirectionalLightColor,
|
||||
kLineThickness,
|
||||
SceneViewportOverlayDepthMode::AlwaysOnTop);
|
||||
}
|
||||
}
|
||||
|
||||
class SceneViewportCameraOverlayProvider final : public ISceneViewportOverlayProvider {
|
||||
public:
|
||||
const char* GetName() const override {
|
||||
return "SceneViewportCameraOverlayProvider";
|
||||
}
|
||||
|
||||
void AppendOverlay(
|
||||
const SceneViewportOverlayBuildContext& context,
|
||||
SceneViewportOverlayFrameData& frameData) const override {
|
||||
if (!context.IsValid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
constexpr Math::Vector2 kCameraIconSize(90.0f, 90.0f);
|
||||
|
||||
for (Components::CameraComponent* camera : context.scene->FindObjectsOfType<Components::CameraComponent>()) {
|
||||
if (camera == nullptr || !camera->IsEnabled()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
Components::GameObject* gameObject = camera->GetGameObject();
|
||||
if (!CanBuildOverlayForGameObject(gameObject)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
AppendSceneIconOverlay(
|
||||
frameData,
|
||||
*context.overlay,
|
||||
context.viewportWidth,
|
||||
context.viewportHeight,
|
||||
*gameObject,
|
||||
kCameraIconSize,
|
||||
SceneViewportOverlaySpriteTextureKind::Camera);
|
||||
}
|
||||
|
||||
for (uint64_t entityId : *context.selectedObjectIds) {
|
||||
if (entityId == 0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
Components::GameObject* gameObject = context.scene->FindByID(entityId);
|
||||
if (!CanBuildOverlayForGameObject(gameObject)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
Components::CameraComponent* camera = gameObject->GetComponent<Components::CameraComponent>();
|
||||
if (camera == nullptr || !camera->IsEnabled()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
AppendCameraFrustumOverlay(
|
||||
frameData,
|
||||
*camera,
|
||||
*gameObject,
|
||||
context.viewportWidth,
|
||||
context.viewportHeight);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class SceneViewportLightOverlayProvider final : public ISceneViewportOverlayProvider {
|
||||
public:
|
||||
const char* GetName() const override {
|
||||
return "SceneViewportLightOverlayProvider";
|
||||
}
|
||||
|
||||
void AppendOverlay(
|
||||
const SceneViewportOverlayBuildContext& context,
|
||||
SceneViewportOverlayFrameData& frameData) const override {
|
||||
if (!context.IsValid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
constexpr Math::Vector2 kLightIconSize(100.0f, 100.0f);
|
||||
|
||||
for (Components::LightComponent* light : context.scene->FindObjectsOfType<Components::LightComponent>()) {
|
||||
if (light == nullptr || !light->IsEnabled()) {
|
||||
continue;
|
||||
}
|
||||
|
||||
Components::GameObject* gameObject = light->GetGameObject();
|
||||
if (!CanBuildOverlayForGameObject(gameObject)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
AppendSceneIconOverlay(
|
||||
frameData,
|
||||
*context.overlay,
|
||||
context.viewportWidth,
|
||||
context.viewportHeight,
|
||||
*gameObject,
|
||||
kLightIconSize,
|
||||
SceneViewportOverlaySpriteTextureKind::Light);
|
||||
}
|
||||
|
||||
for (uint64_t entityId : *context.selectedObjectIds) {
|
||||
if (entityId == 0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
Components::GameObject* gameObject = context.scene->FindByID(entityId);
|
||||
if (!CanBuildOverlayForGameObject(gameObject)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
Components::LightComponent* light = gameObject->GetComponent<Components::LightComponent>();
|
||||
if (light == nullptr ||
|
||||
!light->IsEnabled() ||
|
||||
light->GetLightType() != Components::LightType::Directional) {
|
||||
continue;
|
||||
}
|
||||
|
||||
AppendDirectionalLightOverlay(
|
||||
frameData,
|
||||
*gameObject,
|
||||
*context.overlay,
|
||||
context.viewportHeight);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
} // namespace
|
||||
|
||||
void SceneViewportOverlayProviderRegistry::AddProvider(
|
||||
std::unique_ptr<ISceneViewportOverlayProvider> provider) {
|
||||
if (provider == nullptr) {
|
||||
return;
|
||||
}
|
||||
|
||||
m_providers.emplace_back(std::move(provider));
|
||||
}
|
||||
|
||||
size_t SceneViewportOverlayProviderRegistry::GetProviderCount() const {
|
||||
return m_providers.size();
|
||||
}
|
||||
|
||||
const ISceneViewportOverlayProvider* SceneViewportOverlayProviderRegistry::GetProvider(size_t index) const {
|
||||
return index < m_providers.size() ? m_providers[index].get() : nullptr;
|
||||
}
|
||||
|
||||
void SceneViewportOverlayProviderRegistry::AppendOverlay(
|
||||
const SceneViewportOverlayBuildContext& context,
|
||||
SceneViewportOverlayFrameData& frameData) const {
|
||||
if (!context.IsValid()) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (const auto& provider : m_providers) {
|
||||
if (provider != nullptr) {
|
||||
provider->AppendOverlay(context, frameData);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::unique_ptr<ISceneViewportOverlayProvider> CreateSceneViewportCameraOverlayProvider() {
|
||||
return std::make_unique<SceneViewportCameraOverlayProvider>();
|
||||
}
|
||||
|
||||
std::unique_ptr<ISceneViewportOverlayProvider> CreateSceneViewportLightOverlayProvider() {
|
||||
return std::make_unique<SceneViewportLightOverlayProvider>();
|
||||
}
|
||||
|
||||
SceneViewportOverlayProviderRegistry BuildDefaultSceneViewportOverlayProviderRegistry() {
|
||||
SceneViewportOverlayProviderRegistry registry;
|
||||
registry.AddProvider(CreateSceneViewportCameraOverlayProvider());
|
||||
registry.AddProvider(CreateSceneViewportLightOverlayProvider());
|
||||
return registry;
|
||||
}
|
||||
|
||||
} // namespace Editor
|
||||
} // namespace XCEngine
|
||||
66
editor/src/Viewport/SceneViewportOverlayProviders.h
Normal file
66
editor/src/Viewport/SceneViewportOverlayProviders.h
Normal file
@@ -0,0 +1,66 @@
|
||||
#pragma once
|
||||
|
||||
#include "SceneViewportEditorOverlayData.h"
|
||||
|
||||
#include <cstddef>
|
||||
#include <cstdint>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
namespace XCEngine {
|
||||
namespace Components {
|
||||
class Scene;
|
||||
} // namespace Components
|
||||
|
||||
namespace Editor {
|
||||
|
||||
class IEditorContext;
|
||||
|
||||
struct SceneViewportOverlayBuildContext {
|
||||
IEditorContext* editorContext = nullptr;
|
||||
const Components::Scene* scene = nullptr;
|
||||
const SceneViewportOverlayData* overlay = nullptr;
|
||||
uint32_t viewportWidth = 0u;
|
||||
uint32_t viewportHeight = 0u;
|
||||
const std::vector<uint64_t>* selectedObjectIds = nullptr;
|
||||
|
||||
bool IsValid() const {
|
||||
return editorContext != nullptr &&
|
||||
scene != nullptr &&
|
||||
overlay != nullptr &&
|
||||
overlay->valid &&
|
||||
viewportWidth > 0u &&
|
||||
viewportHeight > 0u &&
|
||||
selectedObjectIds != nullptr;
|
||||
}
|
||||
};
|
||||
|
||||
class ISceneViewportOverlayProvider {
|
||||
public:
|
||||
virtual ~ISceneViewportOverlayProvider() = default;
|
||||
|
||||
virtual const char* GetName() const = 0;
|
||||
virtual void AppendOverlay(
|
||||
const SceneViewportOverlayBuildContext& context,
|
||||
SceneViewportOverlayFrameData& frameData) const = 0;
|
||||
};
|
||||
|
||||
class SceneViewportOverlayProviderRegistry {
|
||||
public:
|
||||
void AddProvider(std::unique_ptr<ISceneViewportOverlayProvider> provider);
|
||||
size_t GetProviderCount() const;
|
||||
const ISceneViewportOverlayProvider* GetProvider(size_t index) const;
|
||||
void AppendOverlay(
|
||||
const SceneViewportOverlayBuildContext& context,
|
||||
SceneViewportOverlayFrameData& frameData) const;
|
||||
|
||||
private:
|
||||
std::vector<std::unique_ptr<ISceneViewportOverlayProvider>> m_providers = {};
|
||||
};
|
||||
|
||||
std::unique_ptr<ISceneViewportOverlayProvider> CreateSceneViewportCameraOverlayProvider();
|
||||
std::unique_ptr<ISceneViewportOverlayProvider> CreateSceneViewportLightOverlayProvider();
|
||||
SceneViewportOverlayProviderRegistry BuildDefaultSceneViewportOverlayProviderRegistry();
|
||||
|
||||
} // namespace Editor
|
||||
} // namespace XCEngine
|
||||
@@ -595,7 +595,7 @@ private:
|
||||
m_sceneViewEditorOverlayFrameData = {};
|
||||
m_sceneViewEditorOverlayFrameData.overlay = overlay;
|
||||
if (scene != nullptr && overlay.valid && viewportWidth > 0u && viewportHeight > 0u) {
|
||||
m_sceneViewEditorOverlayFrameData = SceneViewportOverlayBuilder::Build(
|
||||
m_sceneViewEditorOverlayFrameData = m_sceneViewportOverlayBuilder.Build(
|
||||
context,
|
||||
overlay,
|
||||
viewportWidth,
|
||||
@@ -873,6 +873,7 @@ private:
|
||||
UI::ImGuiBackendBridge* m_backend = nullptr;
|
||||
RHI::RHIDevice* m_device = nullptr;
|
||||
std::unique_ptr<Rendering::SceneRenderer> m_sceneRenderer;
|
||||
SceneViewportOverlayBuilder m_sceneViewportOverlayBuilder = {};
|
||||
Rendering::RenderContext m_sceneViewLastRenderContext = {};
|
||||
std::array<ViewportEntry, 2> m_entries = {};
|
||||
SceneViewCameraState m_sceneViewCamera;
|
||||
|
||||
Reference in New Issue
Block a user