mirror of
https://github.com/antopilo/Nuake.git
synced 2026-09-09 20:08:57 +03:00
Started code path for prefab thumbnails
This commit is contained in:
@@ -4,6 +4,7 @@
|
||||
#include <src/Rendering/SceneRenderer.h>
|
||||
#include <src/Resource/ResourceLoader.h>
|
||||
#include <glad/glad.h>
|
||||
#include <src/Resource/Prefab.h>
|
||||
|
||||
|
||||
ThumbnailManager::ThumbnailManager()
|
||||
@@ -68,61 +69,130 @@ Ref<Nuake::Texture> ThumbnailManager::GenerateThumbnail(const std::string& path,
|
||||
Matrix4 view = Matrix4(1.0f);
|
||||
view = glm::lookAt(Vector3(1, -1.0, 0), Vector3(0, 0, 0), Vector3(0, 1, 0));;
|
||||
|
||||
// Gbuffer pass
|
||||
m_Framebuffer->Bind();
|
||||
|
||||
auto file = FileSystem::GetFile(path);
|
||||
if (file->GetFileType() == FileType::Prefab)
|
||||
{
|
||||
RenderCommand::SetClearColor({ 0.0f, 0.0f, 0.0f, 0.0f });
|
||||
m_Framebuffer->Clear();
|
||||
Ref<Scene> scene = Scene::New();
|
||||
auto cam = scene->CreateEntity("Camera");
|
||||
cam.AddComponent<CameraComponent>();
|
||||
|
||||
RenderCommand::Disable(RendererEnum::BLENDING);
|
||||
RenderCommand::Enable(RendererEnum::DEPTH_TEST);
|
||||
auto shader = ShaderManager::GetShader("Resources/Shaders/gbuffer.shader");
|
||||
shader->Bind();
|
||||
scene->Update(0.01f);
|
||||
scene->Draw(*m_ShadedFramebuffer.get());
|
||||
|
||||
auto cam = Engine::GetCurrentScene()->GetCurrentCamera();
|
||||
shader->SetUniformMat4f("u_View", view);
|
||||
shader->SetUniformMat4f("u_Projection", ortho);
|
||||
shader->SetUniformMat4f("u_Model", Matrix4(1.0f));
|
||||
Ref<Material> material = ResourceLoader::LoadMaterial(path);
|
||||
material->Bind(shader);
|
||||
Renderer::SphereMesh->Draw(shader, false);
|
||||
// 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->SetUniformMat4f("u_View", view);
|
||||
// shader->SetUniformMat4f("u_Projection", ortho);
|
||||
// shader->SetUniformMat4f("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->SetUniformVec3("u_EyePosition", Vector3(1, 0, 0));
|
||||
// shader->SetUniform1i("LightCount", 0);
|
||||
// auto dir = Engine::GetCurrentScene()->GetEnvironment()->ProceduralSkybox->GetSunDirection();
|
||||
// shader->SetUniform3f("u_DirectionalLight.Direction", 0.6, -0.6, 0.6);
|
||||
// shader->SetUniform3f("u_DirectionalLight.Color", 10.0f, 10.0f, 10.0f);
|
||||
// shader->SetUniform1i("u_DirectionalLight.Shadow", 0);
|
||||
// shader->SetUniform1i("u_DisableSSAO", 1);
|
||||
// shader->SetUniformMat4f("u_View", view);
|
||||
// shader->SetUniformMat4f("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->SetUniform1i("m_Depth", 5);
|
||||
// shader->SetUniform1i("m_Albedo", 6);
|
||||
// shader->SetUniform1i("m_Normal", 7);
|
||||
// shader->SetUniform1i("m_Material", 8);
|
||||
// shader->SetUniform1i("m_Emissive", 10);
|
||||
//
|
||||
// Renderer::DrawQuad(Matrix4());
|
||||
//}
|
||||
//m_ShadedFramebuffer->Unbind();
|
||||
}
|
||||
m_Framebuffer->Unbind();
|
||||
m_ShadedFramebuffer->SetTexture(texture);
|
||||
m_ShadedFramebuffer->Bind();
|
||||
else if (file->GetFileType() == FileType::Material)
|
||||
{
|
||||
//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->SetUniformVec3("u_EyePosition", Vector3(1, 0, 0));
|
||||
shader->SetUniform1i("LightCount", 0);
|
||||
auto dir = Engine::GetCurrentScene()->GetEnvironment()->ProceduralSkybox->GetSunDirection();
|
||||
shader->SetUniform3f("u_DirectionalLight.Direction", 0.6, -0.6, 0.6);
|
||||
shader->SetUniform3f("u_DirectionalLight.Color", 10.0f, 10.0f, 10.0f);
|
||||
shader->SetUniform1i("u_DirectionalLight.Shadow", 0);
|
||||
shader->SetUniform1i("u_DisableSSAO", 1);
|
||||
shader->SetUniformMat4f("u_View", view);
|
||||
shader->SetUniformMat4f("u_Projection", ortho);
|
||||
// Gbuffer pass
|
||||
m_Framebuffer->Bind();
|
||||
{
|
||||
RenderCommand::SetClearColor({ 0.0f, 0.0f, 0.0f, 0.0f });
|
||||
m_Framebuffer->Clear();
|
||||
|
||||
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);
|
||||
RenderCommand::Disable(RendererEnum::BLENDING);
|
||||
RenderCommand::Enable(RendererEnum::DEPTH_TEST);
|
||||
auto shader = ShaderManager::GetShader("Resources/Shaders/gbuffer.shader");
|
||||
shader->Bind();
|
||||
|
||||
shader->SetUniform1i("m_Depth", 5);
|
||||
shader->SetUniform1i("m_Albedo", 6);
|
||||
shader->SetUniform1i("m_Normal", 7);
|
||||
shader->SetUniform1i("m_Material", 8);
|
||||
shader->SetUniform1i("m_Emissive", 10);
|
||||
auto cam = Engine::GetCurrentScene()->GetCurrentCamera();
|
||||
shader->SetUniformMat4f("u_View", view);
|
||||
shader->SetUniformMat4f("u_Projection", ortho);
|
||||
shader->SetUniformMat4f("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->SetUniformVec3("u_EyePosition", Vector3(1, 0, 0));
|
||||
shader->SetUniform1i("LightCount", 0);
|
||||
auto dir = Engine::GetCurrentScene()->GetEnvironment()->ProceduralSkybox->GetSunDirection();
|
||||
shader->SetUniform3f("u_DirectionalLight.Direction", 0.6, -0.6, 0.6);
|
||||
shader->SetUniform3f("u_DirectionalLight.Color", 10.0f, 10.0f, 10.0f);
|
||||
shader->SetUniform1i("u_DirectionalLight.Shadow", 0);
|
||||
shader->SetUniform1i("u_DisableSSAO", 1);
|
||||
shader->SetUniformMat4f("u_View", view);
|
||||
shader->SetUniformMat4f("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->SetUniform1i("m_Depth", 5);
|
||||
shader->SetUniform1i("m_Albedo", 6);
|
||||
shader->SetUniform1i("m_Normal", 7);
|
||||
shader->SetUniform1i("m_Material", 8);
|
||||
shader->SetUniform1i("m_Emissive", 10);
|
||||
|
||||
Renderer::DrawQuad(Matrix4());
|
||||
}
|
||||
m_ShadedFramebuffer->Unbind();
|
||||
}
|
||||
|
||||
Renderer::DrawQuad(Matrix4());
|
||||
}
|
||||
m_ShadedFramebuffer->Unbind();
|
||||
|
||||
return m_ShadedFramebuffer->GetTexture(GL_COLOR_ATTACHMENT0);
|
||||
}
|
||||
@@ -353,6 +353,10 @@ namespace Nuake
|
||||
{
|
||||
textureImage = textureMgr->GetTexture("Resources/Images/Audio_file_icon.png");
|
||||
}
|
||||
else if (fileType == FileType::Prefab)
|
||||
{
|
||||
textureImage = ThumbnailManager::Get().GetThumbnail(file->GetRelativePath());
|
||||
}
|
||||
|
||||
ImGui::SetCursorPos(prevCursor);
|
||||
ImGui::Image(reinterpret_cast<ImTextureID>(textureImage->GetID()), ImVec2(100, 100), ImVec2(0, 1), ImVec2(1, 0));
|
||||
|
||||
@@ -11,6 +11,7 @@ namespace Nuake
|
||||
Ref<Prefab> prefab = CreateRef<Prefab>();
|
||||
prefab->DisplayName = nameComponent.Name;
|
||||
prefab->EntityWalker(entity);
|
||||
entity.GetComponent<TransformComponent>() = TransformComponent{};
|
||||
prefab->Root = entity;
|
||||
return prefab;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user