Editor camera now working again in viewport

This commit is contained in:
antopilo
2025-01-31 22:49:48 -05:00
parent cd6eb2a682
commit 64edf33622
9 changed files with 29 additions and 273 deletions

View File

@@ -2881,7 +2881,7 @@ namespace Nuake {
}
auto& editorCam = Engine::GetCurrentScene()->m_EditorCamera;
isControllingCamera = editorCam->Update(ts, m_IsHoveringViewport && m_IsViewportFocused);
// isControllingCamera = editorCam->Update(ts, m_IsHoveringViewport && m_IsViewportFocused);
const bool entityIsSelected = Selection.Type == EditorSelectionType::Entity && Selection.Entity.IsValid();
if (entityIsSelected && Input::IsKeyPressed(Key::F))

View File

@@ -30,6 +30,8 @@ ViewportWidget::~ViewportWidget()
void ViewportWidget::Update(float ts)
{
editorContext.GetScene()->Update(ts);
auto& editorCam = editorContext.GetScene()->m_EditorCamera;
editorCam->Update(ts, isHoveringViewport);
}
void ViewportWidget::Draw()
@@ -45,13 +47,12 @@ void ViewportWidget::Draw()
ImVec2 regionAvail = ImGui::GetContentRegionAvail();
Vector2 viewportPanelSize = glm::vec2(regionAvail.x, regionAvail.y);
sceneViewport->QueueResize(viewportPanelSize);
bool needsResize = sceneViewport->QueueResize(viewportPanelSize);
// This is important for make UI mouse coord relative to viewport
// Nuake::Input::SetViewportDimensions(m_ViewportPos, viewportPanelSize);
VkDescriptorSet textureDesc = sceneViewport->GetRenderTarget()->GetImGuiDescriptorSet();
//VkDescriptorSet textureDesc = VkRenderer::Get().DrawImage->GetImGuiDescriptorSet();
ImVec2 imagePos = ImGui::GetWindowPos() + ImGui::GetCursorPos();
// Input::SetEditorViewportSize(m_ViewportPos, viewportPanelSize);
@@ -67,7 +68,7 @@ void ViewportWidget::Draw()
const ImVec2& windowSize = ImGui::GetWindowSize();
const bool isInsideWidth = mousePos.x > windowPos.x && mousePos.x < windowPos.x + windowSize.x;
const bool isInsideHeight = mousePos.y > windowPos.y && mousePos.y < windowPos.y + windowSize.y;
// m_IsHoveringViewport = isInsideWidth && isInsideHeight;
this->isHoveringViewport = isInsideWidth && isInsideHeight;
// TODO(antopilo) drag n drop
ImGuizmo::SetDrawlist();

View File

@@ -21,6 +21,7 @@ private:
bool UseSnapping = true;
Nuake::Vector3 CurrentSnapping = { 0.05f, 0.05f, 0.05f };
bool isHoveringViewport;
public:
ViewportWidget(EditorContext& context);
~ViewportWidget();

View File

@@ -20,6 +20,7 @@ bool Viewport::Resize()
viewportSize = queuedResize;
renderTarget = CreateRef<VulkanImage>(ImageFormat::RGBA16F, viewportSize);
renderTarget->GetImGuiDescriptorSet();
return true;
}

View File

@@ -32,9 +32,11 @@ namespace Nuake
viewportSize = size;
}
void QueueResize(const Vector2& inSize)
bool QueueResize(const Vector2& inSize)
{
queuedResize = inSize;
return queuedResize != viewportSize;
}
Ref<VulkanImage> GetRenderTarget() const { return renderTarget; }

View File

@@ -368,8 +368,6 @@ void VkRenderer::DrawScenes()
Ref<Viewport> viewport = Viewports[view];
assert(viewport && "Viewport is null");
viewport->Resize();
ctx.CameraID = viewport->GetViewID();
ctx.Size = viewport->GetRenderTarget()->GetSize();
ctx.ViewportImage = viewport->GetRenderTarget();
@@ -379,6 +377,18 @@ void VkRenderer::DrawScenes()
}
}
void VkRenderer::ResizeViewports()
{
for (auto& [scene, views] : SceneViewports)
{
for (auto& view : views)
{
Ref<Viewport> viewport = Viewports[view];
viewport->Resize();
}
}
}
void VkRenderer::DrawScene(RenderContext ctx)
{
//SceneRenderer->BeginScene(ctx);
@@ -739,6 +749,8 @@ void VkRenderer::EndDraw()
presentInfo.pImageIndices = &swapchainImageIndex;
ResizeViewports();
VK_CALL(vkQueuePresentKHR(GPUQueue, &presentInfo));
auto& io = ImGui::GetIO();

View File

@@ -227,6 +227,7 @@ namespace Nuake
public:
void PrepareSceneData(RenderContext ctx);
void DrawScenes();
void ResizeViewports();
void BeginScene(const UUID& camera);
bool Draw();

View File

@@ -95,6 +95,9 @@ void VkSceneRenderer::PrepareScenes(const std::vector<Ref<Scene>>& scenes, Rende
.Near = camera->Near,
.Far = camera->Far,
};
Vector3 pos = cameraView.View[3];
std::string msg = std::string("Pos X:") + std::to_string(pos.x) + " Y:" + std::to_string(pos.y) + " Z:" + std::to_string(pos.z);
Logger::Log(msg, "camera", VERBOSE);
gpu.AddCamera(camera->ID, std::move(cameraView));
auto view = scene->m_Registry.view<TransformComponent, CameraComponent>();
@@ -323,271 +326,5 @@ void VkSceneRenderer::DrawSceneView(RenderContext inContext)
inContext.CommandBuffer.CopyImageToImage(sceneRenderPipeline->GetOutput(), inContext.ViewportImage);
inContext.CommandBuffer.TransitionImageLayout(inContext.ViewportImage, VK_IMAGE_LAYOUT_GENERAL);
inContext.CommandBuffer.TransitionImageLayout(sceneRenderPipeline->GetOutput(), VK_IMAGE_LAYOUT_GENERAL);
inContext.CommandBuffer.TransitionImageLayout(inContext.ViewportImage, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
// This will prepare all the data and upload it to the GPU before rendering the scene.
//void VkSceneRenderer::BeginScene(RenderContext inContext)
//{
// Context.CommandBuffer = inContext.CommandBuffer;
// Context.CurrentScene = inContext.CurrentScene;
// Context.CameraID = inContext.CameraID;
//
// auto& scene = Context.CurrentScene;
// auto& gpu = GPUResources::Get();
//
// uint32_t currentIndex = 0;
// uint32_t currentMaterialIndex = 0;
// std::array<Matrix4, MAX_MODEL_MATRIX> allTransforms;
// std::array<MaterialBufferStruct, MAX_MATERIAL> allMaterials;
//
// // CameraView
// {
// // Clear last frame's cameras
// gpu.ClearCameras();
//
// // Editor camera, maybe strip this out in runtime?
// const auto& camera = scene->m_EditorCamera;
// CameraView cameraView
// {
// .View = camera->GetTransform(),
// .Projection = camera->GetPerspective(),
// .InverseView = glm::inverse(cameraView.View),
// .InverseProjection = glm::inverse(cameraView.Projection),
// .Position = camera->GetTranslation(),
// .Near = camera->Near,
// .Far = camera->Far,
// };
// gpu.AddCamera(camera->ID, std::move(cameraView));
//
// // Add scene cameras
// auto view = scene->m_Registry.view<TransformComponent, CameraComponent>();
// for (auto e : view)
// {
// const auto& [transform, cameraComponent] = view.get<TransformComponent, CameraComponent>(e);
// const Ref<Camera> camera = cameraComponent.CameraInstance;
//
// CameraView cameraView
// {
// .View = camera->GetTransform(),
// .Projection = camera->GetPerspective(),
// .InverseView = glm::inverse(cameraView.View),
// .InverseProjection = glm::inverse(cameraView.Projection),
// .Position = camera->GetTranslation(),
// .Near = camera->Near,
// .Far = camera->Far,
// };
// gpu.AddCamera(camera->ID, std::move(cameraView));
// }
// }
//
// // CSM Light's view
// {
// auto view = scene->m_Registry.view<TransformComponent, LightComponent>();
// for (auto e : view)
// {
// auto [transform, light] = view.get<TransformComponent, LightComponent>(e);
// for (auto& view : light.m_LightViews)
// {
// CameraView cameraView
// {
// .View = view.View,
// .Projection = view.Proj,
// .InverseView = glm::inverse(view.View),
// .InverseProjection = glm::inverse(view.Proj),
// .Position = transform.GetGlobalTransform()[3],
// .Near = 0,
// .Far = 0,
// };
// gpu.AddCamera(view.CameraID, std::move(cameraView));
// }
// }
// }
//
// // All transforms & materials
// {
// auto view = scene->m_Registry.view<TransformComponent, ModelComponent, VisibilityComponent>();
// for (auto e : view)
// {
// // Check if we've reached the maximum capacity of the array
// if (currentIndex >= MAX_MODEL_MATRIX)
// {
// assert(false && "Max model matrix reached!");
// break;
// }
//
// auto [transform, mesh, visibility] = view.get<TransformComponent, ModelComponent, VisibilityComponent>(e);
//
// // Get() will load the resource if its not loaded already
// Ref<Model> modelResource = mesh.ModelResource.Get<Model>();
// if (!modelResource || !visibility.Visible)
// {
// continue;
// }
//
// // Upload transforms to GPU resources
// allTransforms[currentIndex] = transform.GetGlobalTransform();
// gpu.ModelMatrixMapping[Entity((entt::entity)e, scene.get()).GetID()] = currentIndex;
//
// // Upload mesh material to GPU resources
// for (auto& m : modelResource->GetMeshes())
// {
// // TODO: Avoid duplicated materials
// Ref<Material> material = m->GetMaterial();
// if (!material)
// {
// // insert missing material.
// static Ref<Material> missingMaterial = CreateRef<Material>();
// missingMaterial->AlbedoImage = TextureManager::Get()->GetTexture2("missing_texture")->GetID();
//
// material = missingMaterial;
// }
//
// MaterialBufferStruct materialBuffer
// {
// .HasAlbedo = material->HasAlbedo(),
// .AlbedoColor = material->data.m_AlbedoColor,
// .HasNormal = material->HasNormal(),
// .HasMetalness = material->HasMetalness(),
// .HasRoughness = material->HasRoughness(),
// .HasAO = material->HasAO(),
// .MetalnessValue = material->data.u_MetalnessValue,
// .RoughnessValue = material->data.u_RoughnessValue,
// .AoValue = material->data.u_AOValue,
// .AlbedoTextureId = material->HasAlbedo() ? gpu.GetBindlessTextureID(material->AlbedoImage) : 0,
// .NormalTextureId = material->HasNormal() ? gpu.GetBindlessTextureID(material->NormalImage) : 0,
// .MetalnessTextureId = material->HasMetalness() ? gpu.GetBindlessTextureID(material->MetalnessImage) : 0,
// .RoughnessTextureId = material->HasRoughness() ? gpu.GetBindlessTextureID(material->RoughnessImage) : 0,
// .AoTextureId = material->HasAO() ? gpu.GetBindlessTextureID(material->AOImage) : 0,
// };
//
// // Save bindless mapping index
// allMaterials[currentMaterialIndex] = std::move(materialBuffer);
// gpu.MeshMaterialMapping[m->GetVkMesh()->GetID()] = currentMaterialIndex;
// currentMaterialIndex++;
// }
//
// currentIndex++;
// }
// }
//
// gpu.ModelTransforms = ModelData{ allTransforms };
// gpu.MaterialDataContainer = MaterialData{ allMaterials };
//
// // All lights
// {
// uint32_t lightCount = 0;
// std::array<LightData, MAX_LIGHTS> allLights;
// auto lightView = scene->m_Registry.view<TransformComponent, LightComponent>();
// for (auto e : lightView)
// {
// if (lightCount >= MAX_LIGHTS)
// {
// assert(false && "Max amount of light reached!");
// break;
// }
//
// auto [transform, lightComp] = lightView.get<TransformComponent, LightComponent>(e);
//
// // Update light direction with transform, shouldn't be here!
// // TODO: Move to transform system
// lightComp.Direction = transform.GetGlobalRotation() * Vector3(0, 0, -1);
//
// LightData light
// {
// .Position = Vector3(transform.GetGlobalTransform()[3]),
// .Type = lightComp.Type,
// .Color = Vector4(lightComp.Color * lightComp.Strength, 1.0),
// .Direction = lightComp.Direction,
// .OuterConeAngle = glm::cos(Rad(lightComp.OuterCutoff)),
// .InnerConeAngle = glm::cos(Rad(lightComp.Cutoff)),
// .CastShadow = lightComp.CastShadows,
// };
//
// if (lightComp.CastShadows && lightComp.Type == LightType::Directional)
// {
// for (int i = 0; i < CSM_AMOUNT; i++)
// {
// light.TransformId[i] = gpu.GetBindlessCameraID(lightComp.m_LightViews[i].CameraID);
// light.ShadowMapTextureId[i] = gpu.GetBindlessTextureID(lightComp.m_ShadowMaps[i]->GetID());
// }
// }
//
// allLights[lightCount] = std::move(light);
//
// lightCount++;
// }
//
// gpu.LightDataContainerArray = LightDataContainer{ allLights };
// gpu.LightCount = lightCount;
// }
//
//
// // Update transforms, materials and lights.
// // We need to push lights first to have bindless mapping for CSM
// gpu.UpdateBuffers();
//
// // Update light CSM
// {
// auto view = scene->m_Registry.view<TransformComponent, LightComponent>();
// for (auto e : view)
// {
// auto [transform, light] = view.get<TransformComponent, LightComponent>(e);
// auto cam = gpu.GetCamera(inContext.CameraID);
//
// if (light.Type == LightType::Directional)
// {
// light.CalculateViewProjection(cam.View, cam.Projection);
// }
// }
// }
//
// gpu.RecreateBindlessCameras();
//
// // Execute light
// PassRenderContext passCtx = { };
// passCtx.scene = inContext.CurrentScene;
// passCtx.commandBuffer = inContext.CommandBuffer;
// passCtx.resolution = Context.Size;
// passCtx.cameraID = GPUResources::Get().GetBindlessCameraID(inContext.CameraID);
//
// auto view = scene->m_Registry.view<TransformComponent, LightComponent>();
// for (auto e : view)
// {
// auto [transform, light] = view.get<TransformComponent, LightComponent>(e);
//
// if (light.Type != LightType::Directional || !light.CastShadows)
// {
// continue;
// }
//
// light.LightMapIDs.clear();
// for (int i = 0; i < CSM_AMOUNT; i++)
// {
// light.LightMapIDs.push_back(light.m_ShadowMaps[i]->GetID());
// passCtx.cameraID = GPUResources::Get().GetBindlessCameraID(light.m_LightViews[i].CameraID);
// passCtx.resolution = Vector2{ 4096, 4096 };
// shadowRenderPipeline->Render(passCtx, light.m_ShadowMaps[i]);
// }
// }
//
// // Set back the camera ID to the actual desired camera.
// passCtx.cameraID = GPUResources::Get().GetBindlessCameraID(inContext.CameraID);
// passCtx.resolution = Context.Size;
// sceneRenderPipeline->Render(passCtx);
//}
//void VkSceneRenderer::EndScene()
//{
// // Copy final output to DrawImage.
// Ref<VulkanImage> drawImage = VkRenderer::Get().GetDrawImage();
// Ref<VulkanImage> output = sceneRenderPipeline->GetOutput();
//
// Cmd& cmd = Context.CommandBuffer;
// cmd.TransitionImageLayout(output, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
// cmd.TransitionImageLayout(drawImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
// cmd.CopyImageToImage(output, drawImage);
// cmd.TransitionImageLayout(drawImage, VK_IMAGE_LAYOUT_GENERAL);
// cmd.TransitionImageLayout(output, VK_IMAGE_LAYOUT_GENERAL);
//}

View File

@@ -252,6 +252,7 @@ namespace Nuake
SetDirection(glm::normalize(Direction));
mouseLastX = x;
mouseLastY = y;