mirror of
https://github.com/antopilo/Nuake.git
synced 2026-09-15 20:08:54 +03:00
Reworked file structure
This commit is contained in:
236
NuakeEditor/Source/Editor/Misc/ThumbnailManager.cpp
Normal file
236
NuakeEditor/Source/Editor/Misc/ThumbnailManager.cpp
Normal file
@@ -0,0 +1,236 @@
|
||||
#include "ThumbnailManager.h"
|
||||
|
||||
#include <Nuake/FileSystem/FileTypes.h>
|
||||
#include <Nuake/FileSystem/File.h>
|
||||
|
||||
#include <Nuake/Scene/Components/CameraComponent.h>
|
||||
#include <Nuake/Scene/Components/ModelComponent.h>
|
||||
|
||||
#include <Nuake/Rendering/SceneRenderer.h>
|
||||
|
||||
#include <Nuake/Resource/Prefab.h>
|
||||
#include <Nuake/Resource/ResourceLoader.h>
|
||||
|
||||
#include <glm/ext/matrix_clip_space.hpp>
|
||||
|
||||
|
||||
ThumbnailManager::ThumbnailManager()
|
||||
{
|
||||
using namespace Nuake;
|
||||
|
||||
}
|
||||
|
||||
ThumbnailManager& ThumbnailManager::Get()
|
||||
{
|
||||
static ThumbnailManager instance;
|
||||
return instance;
|
||||
}
|
||||
|
||||
bool ThumbnailManager::IsThumbnailLoaded(const std::string& path) const
|
||||
{
|
||||
return m_Thumbnails.find(path) != m_Thumbnails.end();
|
||||
}
|
||||
|
||||
Ref<Nuake::Texture> ThumbnailManager::GetThumbnail(const std::string& path)
|
||||
{
|
||||
|
||||
if (IsThumbnailLoaded(path))
|
||||
{
|
||||
return m_Thumbnails[path];
|
||||
}
|
||||
|
||||
using namespace Nuake;
|
||||
|
||||
if (m_ThumbnailGeneratedThisFrame > MAX_THUMBNAIL_PER_FRAME)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Generate Thumbnail
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void ThumbnailManager::MarkThumbnailAsDirty(const std::string & path)
|
||||
{
|
||||
if (IsThumbnailLoaded(path))
|
||||
{
|
||||
m_Thumbnails.erase(path);
|
||||
}
|
||||
}
|
||||
|
||||
Ref<Nuake::Texture> ThumbnailManager::GenerateThumbnail(const std::string& path, Ref<Nuake::Texture> texture)
|
||||
{
|
||||
using namespace Nuake;
|
||||
|
||||
const Matrix4 ortho = glm::orthoLH(-0.6f, 0.6f, -0.6f, 0.6f, -100.0f, 100.0f);
|
||||
Matrix4 view = Matrix4(1.0f);
|
||||
view = glm::lookAt(Vector3(1, -1.0, 0), Vector3(0, 0, 0), Vector3(0, 1, 0));;
|
||||
|
||||
auto file = FileSystem::GetFile(path);
|
||||
if (file->GetFileType() == FileType::Prefab)
|
||||
{
|
||||
//Ref<Scene> scene = Scene::New();
|
||||
//auto cam = scene->CreateEntity("Camera");
|
||||
//TransformComponent& camTransform = cam.GetComponent<TransformComponent>();
|
||||
//camTransform.SetLocalPosition({ 0.0f, 0.0f, 2.0f });
|
||||
//
|
||||
//auto& previewLight = scene->CreateEntity("_directionalLight").AddComponent<LightComponent>();
|
||||
//previewLight.SetCastShadows(false);
|
||||
//previewLight.Type = LightType::Directional;
|
||||
//
|
||||
//scene->GetEnvironment()->CurrentSkyType = SkyType::ProceduralSky;
|
||||
//scene->GetEnvironment()->ProceduralSkybox->SunDirection = { 0.58f, 0.34f, -0.74f };
|
||||
//auto& camComponent = cam.AddComponent<CameraComponent>();
|
||||
//camComponent.CameraInstance->Fov = 45.0f;
|
||||
//camComponent.CameraInstance->AspectRatio = 1.0f;
|
||||
//m_ShadedFramebuffer->SetTexture(texture);
|
||||
//
|
||||
//Ref<Prefab> prefab = Prefab::InstanceInScene(path, scene.get());
|
||||
//
|
||||
//scene->Update(0.01f);
|
||||
//scene->Draw(*m_ShadedFramebuffer.get());
|
||||
|
||||
// Gbuffer pass
|
||||
//m_Framebuffer->Bind();
|
||||
//{
|
||||
// RenderCommand::SetClearColor({ 0.3f, 0.3f, 0.3f, 0.3f });
|
||||
// m_Framebuffer->Clear();
|
||||
//
|
||||
// RenderCommand::Disable(RendererEnum::BLENDING);
|
||||
// RenderCommand::Enable(RendererEnum::DEPTH_TEST);
|
||||
// auto shader = ShaderManager::GetShader("Resources/Shaders/gbuffer.shader");
|
||||
// shader->Bind();
|
||||
//
|
||||
// auto cam = Engine::GetCurrentScene()->GetCurrentCamera();
|
||||
// shader->SetUniform("u_View", view);
|
||||
// shader->SetUniform("u_Projection", ortho);
|
||||
// shader->SetUniform("u_Model", Matrix4(1.0f));
|
||||
// Renderer::SphereMesh->Draw(shader, true);
|
||||
//}
|
||||
//m_Framebuffer->Unbind();
|
||||
//m_ShadedFramebuffer->SetTexture(texture);
|
||||
//m_ShadedFramebuffer->Bind();
|
||||
//{
|
||||
// //RenderCommand::Enable(RendererEnum::BLENDING);
|
||||
// RenderCommand::SetClearColor({ 0.2, 0.2, 0.2, 1 });
|
||||
// m_ShadedFramebuffer->Clear();
|
||||
// RenderCommand::Disable(RendererEnum::DEPTH_TEST);
|
||||
// RenderCommand::Disable(RendererEnum::FACE_CULL);
|
||||
// auto shader = ShaderManager::GetShader("Resources/Shaders/deferred.shader");
|
||||
// shader->Bind();
|
||||
// shader->SetUniform("u_EyePosition", Vector3(1, 0, 0));
|
||||
// shader->SetUniform("LightCount", 0);
|
||||
// auto dir = Engine::GetCurrentScene()->GetEnvironment()->ProceduralSkybox->GetSunDirection();
|
||||
// shader->SetUniform("u_DirectionalLight.Direction", 0.6, -0.6, 0.6);
|
||||
// shader->SetUniform("u_DirectionalLight.Color", 10.0f, 10.0f, 10.0f);
|
||||
// shader->SetUniform("u_DirectionalLight.Shadow", 0);
|
||||
// shader->SetUniform("u_DisableSSAO", 1);
|
||||
// shader->SetUniform("u_View", view);
|
||||
// shader->SetUniform("u_Projection", ortho);
|
||||
//
|
||||
// m_Framebuffer->GetTexture(GL_DEPTH_ATTACHMENT)->Bind(5);
|
||||
// m_Framebuffer->GetTexture(GL_COLOR_ATTACHMENT0)->Bind(6);
|
||||
// m_Framebuffer->GetTexture(GL_COLOR_ATTACHMENT1)->Bind(7);
|
||||
// m_Framebuffer->GetTexture(GL_COLOR_ATTACHMENT2)->Bind(8);
|
||||
// m_Framebuffer->GetTexture(GL_COLOR_ATTACHMENT4)->Bind(10);
|
||||
//
|
||||
// shader->SetUniform("m_Depth", 5);
|
||||
// shader->SetUniform("m_Albedo", 6);
|
||||
// shader->SetUniform("m_Normal", 7);
|
||||
// shader->SetUniform("m_Material", 8);
|
||||
// shader->SetUniform("m_Emissive", 10);
|
||||
//
|
||||
// Renderer::DrawQuad(Matrix4());
|
||||
//}
|
||||
//m_ShadedFramebuffer->Unbind();
|
||||
}
|
||||
else if (file->GetFileType() == FileType::Mesh)
|
||||
{
|
||||
Ref<Scene> scene = Scene::New();
|
||||
Ref<Environment> env = scene->GetEnvironment();
|
||||
env->CurrentSkyType = SkyType::ClearColor;
|
||||
env->ProceduralSkybox->SunDirection = { 0.88f, 0.34f, -0.14f };
|
||||
|
||||
Entity camera = scene->CreateEntity("Camera");
|
||||
TransformComponent& camTransform = camera.GetComponent<TransformComponent>();
|
||||
camTransform.SetLocalPosition({ 0.0f, 0.5f, 2.0f });
|
||||
|
||||
CameraComponent& camComponent = camera.AddComponent<CameraComponent>();
|
||||
camComponent.CameraInstance->Fov = 45.0f;
|
||||
camComponent.CameraInstance->AspectRatio = 1.0f;
|
||||
|
||||
LightComponent& previewLight = scene->CreateEntity("_directionalLight").AddComponent<LightComponent>();
|
||||
previewLight.SetCastShadows(false);
|
||||
previewLight.Type = LightType::Directional;
|
||||
previewLight.Strength = 5.0f;
|
||||
previewLight.SyncDirectionWithSky = true;
|
||||
|
||||
m_ShadedFramebuffer->SetTexture(texture);
|
||||
|
||||
//ModelComponent& modelComp = scene->CreateEntity("Mesh").AddComponent<ModelComponent>();
|
||||
//modelComp.ModelResource = ResourceLoader::LoadModel(file->GetRelativePath());
|
||||
scene->Update(0.01f);
|
||||
scene->Draw(*m_ShadedFramebuffer.get());
|
||||
}
|
||||
else if (file->GetFileType() == FileType::Material)
|
||||
{
|
||||
// Gbuffer pass
|
||||
m_Framebuffer->Bind();
|
||||
{
|
||||
//RenderCommand::SetClearColor({ 0.0f, 0.0f, 0.0f, 0.0f });
|
||||
//m_Framebuffer->Clear();
|
||||
//
|
||||
//RenderCommand::Disable(RendererEnum::BLENDING);
|
||||
//RenderCommand::Enable(RendererEnum::DEPTH_TEST);
|
||||
//auto shader = ShaderManager::GetShader("Resources/Shaders/gbuffer.shader");
|
||||
//shader->Bind();
|
||||
//
|
||||
//auto cam = Engine::GetCurrentScene()->GetCurrentCamera();
|
||||
//shader->SetUniform("u_View", view);
|
||||
//shader->SetUniform("u_Projection", ortho);
|
||||
//shader->SetUniform("u_Model", Matrix4(1.0f));
|
||||
//Ref<Material> material = ResourceLoader::LoadMaterial(path);
|
||||
//material->Bind(shader);
|
||||
//Renderer::SphereMesh->Draw(shader, false);
|
||||
}
|
||||
m_Framebuffer->Unbind();
|
||||
m_ShadedFramebuffer->SetTexture(texture);
|
||||
m_ShadedFramebuffer->Bind();
|
||||
{
|
||||
//RenderCommand::Enable(RendererEnum::BLENDING);
|
||||
RenderCommand::SetClearColor({ 0.2, 0.2, 0.2, 1 });
|
||||
m_ShadedFramebuffer->Clear();
|
||||
RenderCommand::Disable(RendererEnum::DEPTH_TEST);
|
||||
RenderCommand::Disable(RendererEnum::FACE_CULL);
|
||||
auto shader = ShaderManager::GetShader("Resources/Shaders/deferred.shader");
|
||||
shader->Bind();
|
||||
shader->SetUniform("u_EyePosition", Vector3(1, 0, 0));
|
||||
shader->SetUniform("LightCount", 0);
|
||||
auto dir = Engine::GetCurrentScene()->GetEnvironment()->ProceduralSkybox->GetSunDirection();
|
||||
shader->SetUniform("u_DirectionalLight.Direction", 0.6, -0.6, 0.6);
|
||||
shader->SetUniform("u_DirectionalLight.Color", 10.0f, 10.0f, 10.0f);
|
||||
shader->SetUniform("u_DirectionalLight.Shadow", 0);
|
||||
shader->SetUniform("u_DisableSSAO", 1);
|
||||
shader->SetUniform("u_View", view);
|
||||
shader->SetUniform("u_Projection", ortho);
|
||||
|
||||
|
||||
shader->SetUniform("m_Depth", 5);
|
||||
shader->SetUniform("m_Albedo", 6);
|
||||
shader->SetUniform("m_Normal", 7);
|
||||
shader->SetUniform("m_Material", 8);
|
||||
shader->SetUniform("m_Emissive", 10);
|
||||
|
||||
Renderer::DrawQuad(Matrix4());
|
||||
}
|
||||
m_ShadedFramebuffer->Unbind();
|
||||
}
|
||||
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void ThumbnailManager::OnEndFrame()
|
||||
{
|
||||
m_ThumbnailGeneratedThisFrame = 0;
|
||||
}
|
||||
Reference in New Issue
Block a user