refactor(editor): 重构 Editor 使用 Engine 的 Component/Scene 系统
- Editor CMakeLists.txt 链接 XCEngine 库 - 删除 editor/src/Core/GameObject.h (简化版) - SelectionManager 使用 Engine::Components::GameObject* - SceneManager 使用 Engine::Scene - HierarchyPanel 使用 Engine GameObject API - InspectorPanel 使用 Engine TransformComponent 注意: Engine RHI Shader 接口有编译错误需要修复
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@@ -25,35 +25,28 @@ public:
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bool Compile(const char* source, ShaderType type);
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void Use() const;
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void Bind() override { Use(); }
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void Unbind() override;
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void SetInt(const char* name, int value) override;
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void SetIntArray(const char* name, const int* values, unsigned int count);
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void SetFloat(const char* name, float value) override;
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void SetFloatArray(const char* name, const float* values, unsigned int count);
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void SetVec3(const char* name, float x, float y, float z) override;
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void SetVec3(const char* name, const float* values);
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void SetVec4(const char* name, float x, float y, float z, float w) override;
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void SetVec4(const char* name, const float* values);
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void SetMat2(const char* name, const float* value);
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void SetMat3(const char* name, const float* value);
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void SetMat4(const char* name, const float* value) override;
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void SetMat4Array(const char* name, const float* values, unsigned int count);
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int GetUniformLocation(const char* name) const;
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unsigned int GetID() const { return m_program; }
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void* GetNativeHandle() override { return reinterpret_cast<void*>(static_cast<uintptr_t>(m_program)); }
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bool IsValid() const override { return m_program != 0; }
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ShaderType GetType() const override { return m_type; }
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const std::vector<UniformInfo>& GetUniformInfos() const override;
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const UniformInfo* GetUniformInfo(const char* name) const override;
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int GetUniformLocation(const char* name) const;
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unsigned int GetID() const { return m_program; }
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private:
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void CacheUniformInfos() const;
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unsigned int m_program;
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ShaderType m_type = ShaderType::Vertex;
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mutable std::vector<UniformInfo> m_uniformInfos;
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mutable bool m_uniformsCached = false;
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bool CheckCompileErrors(unsigned int shader, const char* type);
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bool CheckLinkErrors(unsigned int program);
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};
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} // namespace RHI
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} // namespace XCEngine
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} // namespace XCEngine
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@@ -3,6 +3,7 @@
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#include "RHITypes.h"
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#include "RHIEnums.h"
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#include <string>
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#include <vector>
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namespace XCEngine {
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namespace RHI {
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@@ -17,19 +18,21 @@ public:
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virtual ShaderType GetType() const = 0;
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virtual bool IsValid() const = 0;
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virtual void Bind() = 0;
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virtual void Unbind() = 0;
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virtual void* GetNativeHandle() = 0;
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virtual void SetInt(const char* name, int value) = 0;
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virtual void SetFloat(const char* name, float value) = 0;
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virtual void SetVec3(const char* name, float x, float y, float z) = 0;
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virtual void SetVec4(const char* name, float x, float y, float z, float w) = 0;
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virtual void SetMat4(const char* name, const float* value) = 0;
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virtual void Shutdown() = 0;
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struct UniformInfo {
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std::string name;
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uint32_t bindPoint;
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uint32_t size;
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uint32_t type;
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uint32_t arraySize;
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};
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virtual const std::vector<UniformInfo>& GetUniformInfos() const = 0;
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virtual const UniformInfo* GetUniformInfo(const char* name) const = 0;
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};
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} // namespace RHI
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} // namespace XCEngine
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} // namespace XCEngine
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