Deleted old gizmo classes and dynamic sizes for gizmo in viewport

This commit is contained in:
Antoine Pilote
2024-08-16 17:59:29 -04:00
parent 27488ae5bf
commit 5613c2ecea
6 changed files with 72 additions and 282 deletions

View File

@@ -163,6 +163,20 @@ bool GizmoDrawer::IsEntityInSelection(Nuake::Entity entity)
return false;
}
float GizmoDrawer::GetGizmoScale(const Vector3& camPosition, const Nuake::Vector3& position)
{
float distance = Distance(camPosition, position);
constexpr float ClosestDistance = 3.5f;
if (distance < ClosestDistance)
{
float fraction = distance / ClosestDistance;
return fraction;
}
return 1.0f;
}
void GizmoDrawer::DrawAxis(Ref<Scene> scene, bool occluded)
{
RenderCommand::Enable(RendererEnum::DEPTH_TEST);
@@ -171,7 +185,9 @@ void GizmoDrawer::DrawAxis(Ref<Scene> scene, bool occluded)
m_LineShader->SetUniformMat4f("u_View", scene->m_EditorCamera->GetTransform());
m_LineShader->SetUniformMat4f("u_Projection", scene->m_EditorCamera->GetPerspective());
m_LineShader->SetUniform1f("u_Opacity", occluded ? 0.1f : 0.5f);
m_LineShader->SetUniformVec4("u_Color", {0.0f, 0.0f, 0.0f, 0.0f});
m_AxisLineBuffer->Bind();
glLineWidth(1.0f);
Nuake::RenderCommand::DrawLines(0, 6);
}
}
@@ -432,6 +448,8 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
gizmoShader->SetUniform1f("u_Opacity", occluded ? 0.1f : 0.5f);
RenderCommand::Disable(RendererEnum::FACE_CULL);
const Vector3& cameraPosition = scene->m_EditorCamera->GetTranslation();
// Camera
auto camView = scene->m_Registry.view<TransformComponent, CameraComponent>();
for (auto e : camView)
@@ -448,7 +466,7 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
const Vector3& particleGlobalPosition = transform.GetGlobalPosition();
particleTransform[3] = initialTransform[3];
particleTransform = glm::scale(particleTransform, Vector3(0.5, 0.5, 0.5));
particleTransform = glm::scale(particleTransform, m_GizmoSize * GetGizmoScale(cameraPosition, particleGlobalPosition));
renderList.AddToRenderList(Renderer::QuadMesh, particleTransform);
renderList.Flush(gizmoShader, true);
@@ -487,7 +505,7 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
const Vector3& particleGlobalPosition = transform.GetGlobalPosition();
particleTransform[3] = initialTransform[3];
particleTransform = glm::scale(particleTransform, Vector3(0.5, 0.5, 0.5));
particleTransform = glm::scale(particleTransform, m_GizmoSize * GetGizmoScale(cameraPosition, particleGlobalPosition));
renderList.AddToRenderList(Renderer::QuadMesh, particleTransform);
renderList.Flush(gizmoShader, true);
@@ -509,7 +527,7 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
const Vector3& particleGlobalPosition = transform.GetGlobalPosition();
particleTransform[3] = initialTransform[3];
particleTransform = glm::scale(particleTransform, Vector3(0.5, 0.5, 0.5));
particleTransform = glm::scale(particleTransform, m_GizmoSize * GetGizmoScale(cameraPosition, particleGlobalPosition));
renderList.AddToRenderList(Renderer::QuadMesh, particleTransform);
renderList.Flush(gizmoShader, true);
@@ -531,18 +549,18 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
// Translation
const Vector3& particleGlobalPosition = transform.GetGlobalPosition();
particleTransform[3] = initialTransform[3];
particleTransform = glm::scale(particleTransform, Vector3(0.1, 0.1, 0.1));
particleTransform = glm::scale(particleTransform, Vector3(0.1, 0.1, 0.1) * GetGizmoScale(cameraPosition, particleGlobalPosition));
renderList.AddToRenderList(Renderer::QuadMesh, particleTransform);
renderList.Flush(gizmoShader, true);
}
// Sound emitter
auto audioView = scene->m_Registry.view<TransformComponent, AudioEmitterComponent>();
for (auto e : audioView)
{
gizmoShader->SetUniformTex("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/speaker.png").get());
gizmoShader->SetUniformTex("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/sound_emitter.png").get());
gizmoShader->SetUniform1i("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
auto [transformComponent, audioEmitterComponent] = scene->m_Registry.get<TransformComponent, AudioEmitterComponent>(e);
@@ -551,15 +569,55 @@ void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
transform = glm::inverse(scene->m_EditorCamera->GetTransform());
// Translation
const Vector3& globalPosition = transformComponent.GetGlobalPosition();
const Vector3& particleGlobalPosition = transformComponent.GetGlobalPosition();
transform[3] = initialTransform[3];
transform = glm::scale(transform, Vector3(0.5f, 0.5f, 0.5f));
transform = glm::scale(transform, m_GizmoSize * GetGizmoScale(cameraPosition, particleGlobalPosition));
renderList.AddToRenderList(Renderer::QuadMesh, transform);
renderList.Flush(gizmoShader, true);
}
// Rigid body
auto rigidbodyView = scene->m_Registry.view<TransformComponent, RigidBodyComponent>();
for (auto e : rigidbodyView)
{
gizmoShader->SetUniformTex("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/rigidbody.png").get());
gizmoShader->SetUniform1i("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
auto [transformComponent, rigidbodyComponent] = scene->m_Registry.get<TransformComponent, RigidBodyComponent>(e);
auto initialTransform = transformComponent.GetGlobalTransform();
Matrix4 transform = initialTransform;
transform = glm::inverse(scene->m_EditorCamera->GetTransform());
// Translation
const Vector3& particleGlobalPosition = transformComponent.GetGlobalPosition();
transform[3] = initialTransform[3];
transform = glm::scale(transform, m_GizmoSize * GetGizmoScale(cameraPosition, particleGlobalPosition));
renderList.AddToRenderList(Renderer::QuadMesh, transform);
renderList.Flush(gizmoShader, true);
}
// Particle Emitter
auto particleEmitterView = scene->m_Registry.view<TransformComponent, ParticleEmitterComponent>();
for (auto e : particleEmitterView)
{
gizmoShader->SetUniformTex("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/particles.png").get());
gizmoShader->SetUniform1i("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
auto [transformComponent, particleEmitter] = scene->m_Registry.get<TransformComponent, ParticleEmitterComponent>(e);
auto initialTransform = transformComponent.GetGlobalTransform();
Matrix4 transform = initialTransform;
transform = glm::inverse(scene->m_EditorCamera->GetTransform());
// Translation
const Vector3& particleGlobalPosition = transformComponent.GetGlobalPosition();
transform[3] = initialTransform[3];
transform = glm::scale(transform, m_GizmoSize * GetGizmoScale(cameraPosition, particleGlobalPosition));
renderList.AddToRenderList(Renderer::QuadMesh, transform);
renderList.Flush(gizmoShader, true);
}
// Revert to default depth testing
//glDepthFunc(GL_LESS);

View File

@@ -8,8 +8,6 @@
#include <src/Resource/Model.h>
#include <src/Physics/PhysicsShapes.h>
#include "Gizmos/CapsuleGizmo.h"
#include "Gizmos/CylinderGizmo.h"
#include "../Windows/EditorInterface.h"
#include "src/AI/NavMeshDebugDrawer.h"
@@ -22,8 +20,10 @@ private:
Shader* m_LineShader;
NavMeshDebugDrawer m_DebugDrawer;
std::map<std::string, Ref<Model>> m_Gizmos;
std::map<uint32_t, Scope<CapsuleGizmo>> m_CapsuleGizmo;
std::map<uint32_t, Scope<CylinderGizmo>> m_CylinderGizmo;
std::map<uint32_t, Scope<Nuake::CapsuleGizmo>> m_CapsuleGizmo;
std::map<uint32_t, Scope<Nuake::CylinderGizmo>> m_CylinderGizmo;
const Vector3 m_GizmoSize = Vector3(0.25f);
const std::vector<LineVertex> m_Vertices
{
@@ -60,4 +60,5 @@ private:
void GenerateSphereGizmo();
bool IsEntityInSelection(Nuake::Entity entity);
float GetGizmoScale(const Vector3& camPosition, const Nuake::Vector3& transform);
};

View File

@@ -1,122 +0,0 @@
#include "CapsuleGizmo.h"
#include <src/Core/Maths.h>
CapsuleGizmo::CapsuleGizmo() :
_Radius(0.0f),
_Height(0.0f)
{
}
void CapsuleGizmo::Bind()
{
_CapsuleBuffer->Bind();
}
void CapsuleGizmo::UpdateShape(float radius, float height)
{
if (_Radius == radius && _Height == height)
{
return;
}
_Radius = radius;
_Height = height;
CreateMesh();
}
void CapsuleGizmo::CreateMesh()
{
using namespace Nuake;
_CapsuleVertices.clear();
const float halfHeight = _Height / 2.0f;
const float radius = _Radius;
const float bottomCircleHeight = -halfHeight + radius;
const float topCircleHeight = halfHeight - radius;
// Generate circles
const float subDivision = 32.0f;
constexpr const float pi = glm::pi<float>() * 4.0;
float increment = pi / subDivision;
for (int i = 0; i < subDivision * 2.0; i++)
{
float current = increment * (i);
float x = glm::cos(current) * radius;
float z = glm::sin(current) * radius;
current = increment * (i + 1);
float x2 = glm::cos(current) * radius;
float z2 = glm::sin(current) * radius;
Vector3 vert1, vert2;
if (i < subDivision)
{
vert1 = Vector3(x, topCircleHeight, z);
vert2 = Vector3(x2, topCircleHeight, z2);
}
else
{
vert1 = Vector3(x, bottomCircleHeight, z);
vert2 = Vector3(x2, bottomCircleHeight, z2);
}
_CapsuleVertices.push_back(LineVertex{ vert1, Color(1.0, 0, 0.0, 0.5) });
_CapsuleVertices.push_back(LineVertex{ vert2, Color(1.0, 0, 0.0, 0.5) });
}
for (int i = 0; i < subDivision * 2.0; i++)
{
float current = increment * (i);
float x = glm::cos(current) * radius;
float z = glm::sin(current) * radius;
current = increment * (i + 1);
float x2 = glm::cos(current) * radius;
float z2 = glm::sin(current) * radius;
float heightOffset = topCircleHeight;
if (z < 0.0)
{
heightOffset = bottomCircleHeight;
}
Vector3 vert1, vert2;
if (i < subDivision)
{
vert1 = Vector3(x, z + heightOffset, 0);
vert2 = Vector3(x2, z2 + heightOffset, 0);
}
else
{
vert1 = Vector3(0, z + heightOffset, x);
vert2 = Vector3(0, z2 + heightOffset, x2);
}
_CapsuleVertices.push_back(LineVertex{ vert1, Color(1.0, 0, 0.0, 0.5) });
_CapsuleVertices.push_back(LineVertex{ vert2, Color(1.0, 0, 0.0, 0.5) });
}
_CapsuleVertices.push_back(LineVertex{ Vector3(radius, bottomCircleHeight, 0), Color(1.0, 0, 0.0, 0.5) });
_CapsuleVertices.push_back(LineVertex{ Vector3(radius, topCircleHeight, 0), Color(1.0, 0, 0.0, 0.5) });
_CapsuleVertices.push_back(LineVertex{ Vector3(-radius, bottomCircleHeight, 0), Color(1.0, 0, 0.0, 0.5) });
_CapsuleVertices.push_back(LineVertex{ Vector3(-radius, topCircleHeight, 0), Color(1.0, 0, 0.0, 0.5) });
_CapsuleVertices.push_back(LineVertex{ Vector3(0, bottomCircleHeight, radius), Color(1.0, 0, 0.0, 0.5) });
_CapsuleVertices.push_back(LineVertex{ Vector3(0, topCircleHeight, radius), Color(1.0, 0, 0.0, 0.5) });
_CapsuleVertices.push_back(LineVertex{ Vector3(0, bottomCircleHeight, -radius), Color(1.0, 0, 0.0, 0.5) });
_CapsuleVertices.push_back(LineVertex{ Vector3(0, topCircleHeight, -radius), Color(1.0, 0, 0.0, 0.5) });
_CapsuleBuffer = CreateRef<Nuake::VertexArray>();
_CapsuleBuffer->Bind();
_CapsuleVertexBuffer = CreateRef<VertexBuffer>(_CapsuleVertices.data(), _CapsuleVertices.size() * sizeof(Nuake::LineVertex));
auto vblayout = CreateRef<VertexBufferLayout>();
vblayout->Push<float>(3);
vblayout->Push<float>(4);
_CapsuleBuffer->AddBuffer(*_CapsuleVertexBuffer, *vblayout);
}

View File

@@ -1,26 +0,0 @@
#pragma once
#include <src/Core/Core.h>
#include <src/Rendering/Vertex.h>
#include <src/Rendering/Buffers/VertexBuffer.h>
#include <src/Rendering/Buffers/VertexArray.h>
#include <vector>
class CapsuleGizmo
{
private:
std::vector<Nuake::LineVertex> _CapsuleVertices;
Ref<Nuake::VertexArray> _CapsuleBuffer;
Ref<Nuake::VertexBuffer> _CapsuleVertexBuffer;
float _Radius;
float _Height;
public:
CapsuleGizmo();
~CapsuleGizmo() = default;
void UpdateShape(float radius, float height);
void CreateMesh();
void Bind();
};

View File

@@ -1,93 +0,0 @@
#include "CylinderGizmo.h"
#include <src/Core/Maths.h>
CylinderGizmo::CylinderGizmo(Nuake::Color color) :
_Radius(0.0f),
_Height(0.0f),
_Color(color)
{
}
void CylinderGizmo::Bind()
{
_CylinderBuffer->Bind();
}
void CylinderGizmo::UpdateShape(float radius, float height, Nuake::Color color)
{
if (_Radius == radius && _Height == height && _Color == color)
{
return;
}
_Radius = radius;
_Height = height;
_Color = color;
CreateMesh();
}
void CylinderGizmo::CreateMesh()
{
using namespace Nuake;
_CylinderVertices.clear();
const float halfHeight = _Height / 2.0f;
const float radius = _Radius;
const float bottomCircleHeight = -halfHeight;
const float topCircleHeight = halfHeight;
// Generate circles
const float subDivision = 32.0f;
constexpr const float pi = glm::pi<float>() * 4.0;
float increment = pi / subDivision;
for (int i = 0; i < subDivision * 2.0; i++)
{
float current = increment * (i);
float x = glm::cos(current) * radius;
float z = glm::sin(current) * radius;
current = increment * (i + 1);
float x2 = glm::cos(current) * radius;
float z2 = glm::sin(current) * radius;
Vector3 vert1, vert2;
if (i < subDivision)
{
vert1 = Vector3(x, topCircleHeight, z);
vert2 = Vector3(x2, topCircleHeight, z2);
}
else
{
vert1 = Vector3(x, bottomCircleHeight, z);
vert2 = Vector3(x2, bottomCircleHeight, z2);
}
_CylinderVertices.push_back(LineVertex{ vert1, _Color });
_CylinderVertices.push_back(LineVertex{ vert2, _Color });
}
_CylinderVertices.push_back(LineVertex{ Vector3(radius, bottomCircleHeight, 0), _Color });
_CylinderVertices.push_back(LineVertex{ Vector3(radius, topCircleHeight, 0), _Color });
_CylinderVertices.push_back(LineVertex{ Vector3(-radius, bottomCircleHeight, 0), _Color });
_CylinderVertices.push_back(LineVertex{ Vector3(-radius, topCircleHeight, 0), _Color });
_CylinderVertices.push_back(LineVertex{ Vector3(0, bottomCircleHeight, radius), _Color });
_CylinderVertices.push_back(LineVertex{ Vector3(0, topCircleHeight, radius), _Color });
_CylinderVertices.push_back(LineVertex{ Vector3(0, bottomCircleHeight, -radius), _Color });
_CylinderVertices.push_back(LineVertex{ Vector3(0, topCircleHeight, -radius), _Color });
_CylinderBuffer = CreateRef<Nuake::VertexArray>();
_CylinderBuffer->Bind();
_CylinderVertexBuffer = CreateRef<VertexBuffer>(_CylinderVertices.data(), _CylinderVertices.size() * sizeof(Nuake::LineVertex));
auto vblayout = CreateRef<VertexBufferLayout>();
vblayout->Push<float>(3);
vblayout->Push<float>(4);
_CylinderBuffer->AddBuffer(*_CylinderVertexBuffer, *vblayout);
}

View File

@@ -1,28 +0,0 @@
#pragma once
#include <src/Core/Core.h>
#include "src/Core/Maths.h"
#include <src/Rendering/Vertex.h>
#include <src/Rendering/Buffers/VertexBuffer.h>
#include <src/Rendering/Buffers/VertexArray.h>
#include <vector>
class CylinderGizmo
{
private:
std::vector<Nuake::LineVertex> _CylinderVertices;
Ref<Nuake::VertexArray> _CylinderBuffer;
Ref<Nuake::VertexBuffer> _CylinderVertexBuffer;
float _Radius;
float _Height;
Nuake::Color _Color;
public:
CylinderGizmo(Nuake::Color color = Nuake::Color(1, 0, 0, 1));
~CylinderGizmo() = default;
void UpdateShape(float radius, float height, Nuake::Color color = Nuake::Color(1, 0, 0, 1));
void CreateMesh();
void Bind();
};