Added preview window when selecting a camera in the scene

This commit is contained in:
Antoine Pilote
2024-09-04 20:31:43 -04:00
parent e1813870a2
commit e607b99191
9 changed files with 94 additions and 10 deletions

View File

@@ -68,6 +68,8 @@ namespace Nuake {
EditorSelection EditorInterface::Selection;
int SelectedViewport = 0;
bool displayVirtualCameraOverlay = false;
Ref<FrameBuffer> virtualCamera;
glm::vec3 DepthToWorldPosition(const glm::vec2& pixelPos, float depth, const glm::mat4& projectionMatrix, const glm::mat4& viewMatrix, const glm::vec2& viewportSize)
{
@@ -120,6 +122,8 @@ namespace Nuake {
using namespace Nuake::StaticResources;
ImGui::LoadIniSettingsFromMemory((const char*)StaticResources::Resources_default_layout_ini);
virtualCamera = CreateRef<FrameBuffer>(true, Vector2{ 1280, 720 });
virtualCamera->SetTexture(CreateRef<Texture>(Vector2{ 1280, 720 }, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE), GL_COLOR_ATTACHMENT0);
//ScriptingContext::Get().Initialize();
}
@@ -2608,6 +2612,60 @@ namespace Nuake {
ImGui::PopStyleVar();
ImGui::End();
corner = 2;
if (Selection.Type == EditorSelectionType::Entity && Selection.Entity.IsValid() && Selection.Entity.HasComponent<CameraComponent>())
{
window_flags |= ImGuiWindowFlags_NoMove;
viewport = ImGui::GetWindowViewport();
work_area_pos = ImGui::GetCurrentWindow()->Pos; // Instead of using viewport->Pos we use GetWorkPos() to avoid menu bars, if any!
work_area_size = ImGui::GetCurrentWindow()->Size;
window_pos = ImVec2((corner & 1) ? (work_area_pos.x + work_area_size.x - DISTANCE) : (work_area_pos.x + DISTANCE), (corner & 2) ? (work_area_pos.y + work_area_size.y - DISTANCE) : (work_area_pos.y + DISTANCE));
window_pos_pivot = ImVec2((corner & 1) ? 1.0f : 0.0f, (corner & 2) ? 1.0f : 0.0f);
ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot);
ImGui::SetNextWindowViewport(viewport->ID);
ImGui::SetNextWindowBgAlpha(0.35f); // Transparent background
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 32.0f);
if (ImGui::Begin("VirtualViewport", &m_ShowOverlay, window_flags))
{
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 2));
ImGui::PushStyleColor(ImGuiCol_Button, IM_COL32(0, 0, 0, 0));
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 100);
ImGui::PushStyleColor(ImGuiCol_FrameBg, IM_COL32(20, 20, 20, 0));
ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, IM_COL32(20, 20, 20, 60));
ImGui::PushStyleColor(ImGuiCol_FrameBgHovered, IM_COL32(33, 33, 33, 45));
CameraComponent& camera = Selection.Entity.GetComponent<CameraComponent>();
Ref<Camera> cam = camera.CameraInstance;
auto& transform = Selection.Entity.GetComponent<TransformComponent>();
const Quat& globalRotation = transform.GetGlobalRotation();
const Matrix4& translationMatrix = glm::translate(Matrix4(1.0f), transform.GetGlobalPosition());
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
const Vector4& forward = Vector4(0, 0, -1, 1);
const Vector4& globalForward = rotationMatrix * forward;
const Vector4& right = Vector4(1, 0, 0, 1);
const Vector4& globalRight = rotationMatrix * right;
cam->Direction = globalForward;
cam->Right = globalRight;
auto sceneRenderer = Engine::GetCurrentScene()->m_SceneRenderer;
sceneRenderer->BeginRenderScene(cam->GetPerspective(), cam->GetTransform(), transform.GlobalTranslation);
sceneRenderer->RenderScene(*Engine::GetCurrentScene().get(), *virtualCamera.get());
virtualCamera->Clear();
ImGui::Image((void*)virtualCamera->GetTexture()->GetID(), { 1280, 720 }, { 0, 1 }, {1, 0});
ImGui::PopStyleVar(2);
ImGui::PopStyleColor(4);
}
ImGui::PopStyleVar();
ImGui::End();
}
}
void NewProject()
@@ -3025,7 +3083,6 @@ namespace Nuake {
}
auto& editorCam = Engine::GetCurrentScene()->m_EditorCamera;
editorCam->Update(ts, m_IsHoveringViewport && m_IsViewportFocused);
const bool entityIsSelected = Selection.Type == EditorSelectionType::Entity && Selection.Entity.IsValid();
@@ -3035,6 +3092,15 @@ namespace Nuake {
editorCam->TargetPos = Selection.Entity.GetComponent<TransformComponent>().GetGlobalPosition();
}
if (entityIsSelected && Selection.Type == EditorSelectionType::Entity && Selection.Entity.IsValid() && Selection.Entity.HasComponent<CameraComponent>())
{
displayVirtualCameraOverlay = true;
}
else
{
displayVirtualCameraOverlay = false;
}
if (entityIsSelected && Input::IsKeyPressed(Key::ESCAPE))
{
Selection = EditorSelection();