Prevented abusive resizing when virtual camera is displayed + hide virtual cam in play mode

This commit is contained in:
antopilo
2024-09-13 18:24:42 -04:00
parent bb0da25682
commit ee852f7f3d
3 changed files with 190 additions and 146 deletions

View File

@@ -2654,7 +2654,7 @@ namespace Nuake {
corner = 2;
if (Selection.Type == EditorSelectionType::Entity && Selection.Entity.IsValid() && Selection.Entity.HasComponent<CameraComponent>())
if (Selection.Type == EditorSelectionType::Entity && Selection.Entity.IsValid() && Selection.Entity.HasComponent<CameraComponent>() && !Engine::IsPlayMode())
{
window_flags |= ImGuiWindowFlags_NoMove;
viewport = ImGui::GetWindowViewport();

View File

@@ -65,11 +65,13 @@ namespace Nuake
void FrameBuffer::Clear()
{
ZoneScoped;
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void FrameBuffer::Bind()
{
ZoneScoped;
if (ResizeQueued)
UpdateSize(m_Size);
@@ -96,6 +98,7 @@ namespace Nuake
void FrameBuffer::UpdateSize(Vector2 size)
{
ZoneScoped;
m_Size = size;
ResizeQueued = false;

View File

@@ -147,10 +147,17 @@ namespace Nuake
ShadowPass(scene);
const Vector2 framebufferResolution = framebuffer.GetSize();
mGBuffer->QueueResize(framebufferResolution);
if (renderUI)
{
mGBuffer->QueueResize(framebufferResolution);
}
GBufferPass(scene);
mTempFrameBuffer->QueueResize(framebuffer.GetSize());
if(renderUI)
{
mTempFrameBuffer->QueueResize(framebuffer.GetSize());
}
// SSAO
const auto& sceneEnv = scene.GetEnvironment();
@@ -164,7 +171,10 @@ namespace Nuake
sceneEnv->mSSAO->Clear();
}
mShadingBuffer->QueueResize(framebufferResolution);
if (renderUI)
{
mShadingBuffer->QueueResize(framebufferResolution);
}
ShadingPass(scene);
// Blit depth buffer
@@ -239,7 +249,11 @@ namespace Nuake
finalOutput = framebuffer.GetTexture();
// Copy final output to target framebuffer
mToneMapBuffer->QueueResize(framebufferResolution);
if (renderUI)
{
mToneMapBuffer->QueueResize(framebufferResolution);
}
mToneMapBuffer->Bind();
{
RenderCommand::Clear();
@@ -397,7 +411,10 @@ namespace Nuake
}
framebuffer.Unbind();
mVignetteBuffer->QueueResize(framebufferResolution);
if (renderUI)
{
mVignetteBuffer->QueueResize(framebufferResolution);
}
mVignetteBuffer->Bind();
{
RenderCommand::Clear();
@@ -753,7 +770,6 @@ namespace Nuake
}
mDisplayDepthBuffer->QueueResize(GetGBuffer().GetTexture(GL_DEPTH_ATTACHMENT)->GetSize());
mDisplayDepthBuffer->Bind();
mDisplayDepthBuffer->Clear();
Shader* displayDepthShader = ShaderManager::GetShader("Resources/Shaders/display_depth.shader");
@@ -787,28 +803,34 @@ namespace Nuake
gBufferShader->SetUniform("u_View", mView);
// Models
auto view = scene.m_Registry.view<TransformComponent, ModelComponent, VisibilityComponent>();
for (auto e : view)
{
auto [transform, mesh, visibility] = view.get<TransformComponent, ModelComponent, VisibilityComponent>(e);
if (mesh.ModelResource && visibility.Visible)
ZoneScopedN("Render Models");
auto view = scene.m_Registry.view<TransformComponent, ModelComponent, VisibilityComponent>();
for (auto e : view)
{
for (auto& m : mesh.ModelResource->GetMeshes())
auto [transform, mesh, visibility] = view.get<TransformComponent, ModelComponent, VisibilityComponent>(e);
if (mesh.ModelResource && visibility.Visible)
{
Renderer::SubmitMesh(m, transform.GetGlobalTransform(), (uint32_t)e);
for (auto& m : mesh.ModelResource->GetMeshes())
{
Renderer::SubmitMesh(m, transform.GetGlobalTransform(), (uint32_t)e);
}
}
}
Renderer::Flush(gBufferShader, false);
}
Renderer::Flush(gBufferShader, false);
for (auto& mesh : mTempModels)
{
if (mesh.second.ModelResource)
ZoneScopedN("Render Temp Models");
for (auto& mesh : mTempModels)
{
for (auto& m : mesh.second.ModelResource->GetMeshes())
if (mesh.second.ModelResource)
{
Renderer::SubmitMesh(m, mesh.second.Transform, (uint32_t)-1);
for (auto& m : mesh.second.ModelResource->GetMeshes())
{
Renderer::SubmitMesh(m, mesh.second.Transform, (uint32_t)-1);
}
}
}
}
@@ -819,164 +841,183 @@ namespace Nuake
glDepthMask(GL_TRUE);
// Quake BSPs
auto quakeView = scene.m_Registry.view<TransformComponent, BSPBrushComponent, VisibilityComponent>();
for (auto e : quakeView)
{
auto [transform, model, visibility] = quakeView.get<TransformComponent, BSPBrushComponent, VisibilityComponent>(e);
ZoneScopedN("Render Trenchbroom Brushes");
auto quakeView = scene.m_Registry.view<TransformComponent, BSPBrushComponent, VisibilityComponent>();
for (auto e : quakeView)
{
auto [transform, model, visibility] = quakeView.get<TransformComponent, BSPBrushComponent, VisibilityComponent>(e);
if (model.IsTransparent || !visibility.Visible)
continue;
if (model.IsTransparent || !visibility.Visible)
continue;
}
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glCullFace(GL_FRONT);
Renderer::Flush(gBufferShader, true);
}
glEnable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glCullFace(GL_FRONT);
Renderer::Flush(gBufferShader, true);
// Sprites
auto spriteView = scene.m_Registry.view<TransformComponent, SpriteComponent, VisibilityComponent>();
for (auto& e : spriteView)
{
auto [transform, sprite, visibility] = spriteView.get<TransformComponent, SpriteComponent, VisibilityComponent>(e);
if (!visibility.Visible || !sprite.SpriteMesh)
continue;
auto finalQuadTransform = transform.GetGlobalTransform();
if (sprite.Billboard)
ZoneScopedN("Render Sprites");
auto spriteView = scene.m_Registry.view<TransformComponent, SpriteComponent, VisibilityComponent>();
for (auto& e : spriteView)
{
if (sprite.PositionFacing)
{
const Matrix4& invView = glm::inverse(mView);
const Vector3& cameraPosition = Vector3(invView[3][0], invView[3][1], invView[3][2]);
const Vector3& spritePosition = Vector3(finalQuadTransform[3][0], finalQuadTransform[3][1], finalQuadTransform[3][2]);
const Vector3& direction = cameraPosition - spritePosition;
finalQuadTransform = glm::inverse(glm::lookAt(Vector3(), direction, Vector3(0, 1, 0)));
}
else
{
auto [transform, sprite, visibility] = spriteView.get<TransformComponent, SpriteComponent, VisibilityComponent>(e);
finalQuadTransform = glm::inverse(mView);
if (!visibility.Visible || !sprite.SpriteMesh)
continue;
auto finalQuadTransform = transform.GetGlobalTransform();
if (sprite.Billboard)
{
if (sprite.PositionFacing)
{
const Matrix4& invView = glm::inverse(mView);
const Vector3& cameraPosition = Vector3(invView[3][0], invView[3][1], invView[3][2]);
const Vector3& spritePosition = Vector3(finalQuadTransform[3][0], finalQuadTransform[3][1], finalQuadTransform[3][2]);
const Vector3& direction = cameraPosition - spritePosition;
finalQuadTransform = glm::inverse(glm::lookAt(Vector3(), direction, Vector3(0, 1, 0)));
}
else
{
finalQuadTransform = glm::inverse(mView);
}
if (sprite.LockYRotation)
{
// This locks the pitch rotation on the billboard, useful for trees, lamps, etc.
finalQuadTransform[1] = Vector4(0, 1, 0, 0);
finalQuadTransform[2] = Vector4(finalQuadTransform[2][0], 0, finalQuadTransform[2][2], 0);
finalQuadTransform = finalQuadTransform;
}
finalQuadTransform[3] = Vector4(Vector3(transform.GetGlobalTransform()[3]), 1.0f);
// Scale
finalQuadTransform = glm::scale(finalQuadTransform, transform.GetGlobalScale());
}
if (sprite.LockYRotation)
{
// This locks the pitch rotation on the billboard, useful for trees, lamps, etc.
finalQuadTransform[1] = Vector4(0, 1, 0, 0);
finalQuadTransform[2] = Vector4(finalQuadTransform[2][0], 0, finalQuadTransform[2][2], 0);
finalQuadTransform = finalQuadTransform;
}
finalQuadTransform[3] = Vector4(Vector3(transform.GetGlobalTransform()[3]), 1.0f);
// Scale
finalQuadTransform = glm::scale(finalQuadTransform, transform.GetGlobalScale());
Renderer::SubmitMesh(sprite.SpriteMesh, finalQuadTransform, (uint32_t)e);
}
Renderer::SubmitMesh(sprite.SpriteMesh, finalQuadTransform, (uint32_t)e);
Renderer::Flush(gBufferShader, false);
}
Renderer::Flush(gBufferShader, false);
// Particles
Ref<Material> previousMaterial = Renderer::QuadMesh->GetMaterial();
auto particleEmitterView = scene.m_Registry.view<TransformComponent, ParticleEmitterComponent, VisibilityComponent>();
for (auto& e : particleEmitterView)
{
auto [transform, emitterComponent, visibility] = particleEmitterView.get<TransformComponent, ParticleEmitterComponent, VisibilityComponent>(e);
ZoneScopedN("Render Particles");
Ref<Material> previousMaterial = Renderer::QuadMesh->GetMaterial();
if (!visibility.Visible || !emitterComponent.ParticleMaterial)
continue;
Renderer::QuadMesh->SetMaterial(emitterComponent.ParticleMaterial);
Vector3 oldColor = Renderer::QuadMesh->GetMaterial()->data.m_AlbedoColor;
auto initialTransform = transform.GetGlobalTransform();
for (auto& p : emitterComponent.Emitter.Particles)
auto particleEmitterView = scene.m_Registry.view<TransformComponent, ParticleEmitterComponent, VisibilityComponent>();
for (auto& e : particleEmitterView)
{
Matrix4 particleTransform = initialTransform;
particleTransform = glm::inverse(mView);
auto [transform, emitterComponent, visibility] = particleEmitterView.get<TransformComponent, ParticleEmitterComponent, VisibilityComponent>(e);
// Translation
Vector3 particleGlobalPosition;
if (emitterComponent.GlobalSpace)
{
particleGlobalPosition = p.Position;
}
else
{
particleGlobalPosition = Vector3(initialTransform[3]) + p.Position;
}
particleTransform[3] = Vector4(particleGlobalPosition, 1.0f);
if (!visibility.Visible || !emitterComponent.ParticleMaterial)
continue;
// Scale
Vector3 finalScale = emitterComponent.ParticleScale;
if (p.Scale != 1.0f)
Renderer::QuadMesh->SetMaterial(emitterComponent.ParticleMaterial);
Vector3 oldColor = Renderer::QuadMesh->GetMaterial()->data.m_AlbedoColor;
auto initialTransform = transform.GetGlobalTransform();
for (auto& p : emitterComponent.Emitter.Particles)
{
finalScale += emitterComponent.ParticleScale * p.Scale;
Matrix4 particleTransform = initialTransform;
particleTransform = glm::inverse(mView);
// Translation
Vector3 particleGlobalPosition;
if (emitterComponent.GlobalSpace)
{
particleGlobalPosition = p.Position;
}
else
{
particleGlobalPosition = Vector3(initialTransform[3]) + p.Position;
}
particleTransform[3] = Vector4(particleGlobalPosition, 1.0f);
// Scale
Vector3 finalScale = emitterComponent.ParticleScale;
if (p.Scale != 1.0f)
{
finalScale += emitterComponent.ParticleScale * p.Scale;
}
particleTransform = glm::scale(particleTransform, finalScale);
Renderer::SubmitMesh(Renderer::QuadMesh, particleTransform, (uint32_t)e);
}
particleTransform = glm::scale(particleTransform, finalScale);
Renderer::SubmitMesh(Renderer::QuadMesh, particleTransform, (uint32_t)e);
Renderer::QuadMesh->SetMaterial(emitterComponent.ParticleMaterial);
Renderer::Flush(gBufferShader, false);
Renderer::QuadMesh->SetMaterial(previousMaterial);
}
}
{
ZoneScopedN("Render UI Worldspace");
Ref<Material> previousMaterial = Renderer::QuadMesh->GetMaterial();
auto uiView = scene.m_Registry.view<TransformComponent, UIComponent>();
for (auto e : uiView)
{
auto [transform, uiComponent] = uiView.get<TransformComponent, UIComponent>(e);
if (!uiComponent.IsWorldSpace)
{
continue;
}
Ref<UIResource> uiResource = ResourceManager::GetResource<UIResource>(uiComponent.UIResource);
Matrix4 finalTransform = transform.GetGlobalTransform();
Renderer::QuadMesh->GetMaterial()->SetAlbedo(uiResource->GetOutputTexture());
Renderer::SubmitMesh(Renderer::QuadMesh, finalTransform, (uint32_t)e);
Renderer::Flush(gBufferShader, false);
//Renderer::DrawQuad(finalTransform);
}
Renderer::QuadMesh->SetMaterial(emitterComponent.ParticleMaterial);
Renderer::Flush(gBufferShader, false);
// Reset material on quadmesh
Renderer::QuadMesh->SetMaterial(previousMaterial);
}
auto uiView = scene.m_Registry.view<TransformComponent, UIComponent>();
for (auto e : uiView)
{
auto [transform, uiComponent] = uiView.get<TransformComponent, UIComponent>(e);
if (!uiComponent.IsWorldSpace)
ZoneScopedN("Render Skinned mesh");
// Skinned mesh at the end because we switch shader
gBufferSkinnedMeshShader->Bind();
gBufferSkinnedMeshShader->SetUniform("u_Projection", mProjection);
gBufferSkinnedMeshShader->SetUniform("u_View", mView);
RenderCommand::Disable(RendererEnum::FACE_CULL);
// Skinned Models
const uint32_t entityIdUniformLocation = gBufferSkinnedMeshShader->FindUniformLocation("u_EntityID");
const uint32_t modelMatrixUniformLocation = gBufferSkinnedMeshShader->FindUniformLocation("u_Model");
gBufferSkinnedMeshShader->SetUniform(modelMatrixUniformLocation, Matrix4(1.0f));
auto skinnedModelView = scene.m_Registry.view<TransformComponent, SkinnedModelComponent, VisibilityComponent>();
for (auto e : skinnedModelView)
{
continue;
}
auto [transform, mesh, visibility] = skinnedModelView.get<TransformComponent, SkinnedModelComponent, VisibilityComponent>(e);
auto& meshResource = mesh.ModelResource;
Ref<UIResource> uiResource = ResourceManager::GetResource<UIResource>(uiComponent.UIResource);
Matrix4 finalTransform = transform.GetGlobalTransform();
Renderer::QuadMesh->GetMaterial()->SetAlbedo(uiResource->GetOutputTexture());
Renderer::SubmitMesh(Renderer::QuadMesh, finalTransform, (uint32_t)e);
Renderer::Flush(gBufferShader, false);
//Renderer::DrawQuad(finalTransform);
}
// Reset material on quadmesh
Renderer::QuadMesh->SetMaterial(previousMaterial);
// Skinned mesh at the end because we switch shader
gBufferSkinnedMeshShader->Bind();
gBufferSkinnedMeshShader->SetUniform("u_Projection", mProjection);
gBufferSkinnedMeshShader->SetUniform("u_View", mView);
RenderCommand::Disable(RendererEnum::FACE_CULL);
// Skinned Models
const uint32_t entityIdUniformLocation = gBufferSkinnedMeshShader->FindUniformLocation("u_EntityID");
const uint32_t modelMatrixUniformLocation = gBufferSkinnedMeshShader->FindUniformLocation("u_Model");
gBufferSkinnedMeshShader->SetUniform(modelMatrixUniformLocation, Matrix4(1.0f));
auto skinnedModelView = scene.m_Registry.view<TransformComponent, SkinnedModelComponent, VisibilityComponent>();
for (auto e : skinnedModelView)
{
auto [transform, mesh, visibility] = skinnedModelView.get<TransformComponent, SkinnedModelComponent, VisibilityComponent>(e);
auto& meshResource = mesh.ModelResource;
if (meshResource && visibility.Visible)
{
auto& rootBoneNode = meshResource->GetSkeletonRootNode();
SetSkeletonBoneTransformRecursive(scene, rootBoneNode, gBufferSkinnedMeshShader);
for (auto& m : mesh.ModelResource->GetMeshes())
if (meshResource && visibility.Visible)
{
m->GetMaterial()->Bind(gBufferSkinnedMeshShader);
gBufferSkinnedMeshShader->SetUniform(entityIdUniformLocation, (uint32_t)e + 1);
m->Draw(gBufferSkinnedMeshShader, true);
auto& rootBoneNode = meshResource->GetSkeletonRootNode();
SetSkeletonBoneTransformRecursive(scene, rootBoneNode, gBufferSkinnedMeshShader);
for (auto& m : mesh.ModelResource->GetMeshes())
{
m->GetMaterial()->Bind(gBufferSkinnedMeshShader);
gBufferSkinnedMeshShader->SetUniform(entityIdUniformLocation, (uint32_t)e + 1);
m->Draw(gBufferSkinnedMeshShader, true);
}
}
}
}