Files
Nuake/NuakeEditor/Source/Editor/Misc/GizmoDrawer.cpp
2025-01-30 22:41:17 -05:00

690 lines
25 KiB
C++

#include "GizmoDrawer.h"
#include <Nuake/Rendering/SceneRenderer.h>
#include <Nuake/Rendering/Buffers/VertexBuffer.h>
#include <Nuake/Scene/Components/LightComponent.h>
#include <Nuake/Scene/Components/CameraComponent.h>
#include <Nuake/Scene/Components/SphereCollider.h>
#include <Nuake/Scene/Components/CharacterControllerComponent.h>
#include <Nuake/Scene/Components/BoxCollider.h>
#include "Nuake/Scene/Components/RigidbodyComponent.h"
#include <Nuake/Resource/ModelLoader.h>
#include <Nuake/Rendering/RenderList.h>
#include <Nuake/Rendering/Renderer.h>
#include "Nuake/Scene/Components/CapsuleColliderComponent.h"
#include <Nuake/Scene/Components/CylinderColliderComponent.h>
#include <Nuake/Scene/Components/MeshCollider.h>
#include <Nuake/Scene/Components/ModelComponent.h>
#include <Nuake/Scene/Components/ParticleEmitterComponent.h>
#include <Nuake/Scene/Components/BoneComponent.h>
#include <Nuake/Scene/Components/AudioEmitterComponent.h>
#include <Nuake/Scene/Components/ParentComponent.h>
#include <DetourDebugDraw.h>
#include <Nuake/Scene/Components/BSPBrushComponent.h>
GizmoDrawer::GizmoDrawer(EditorInterface* editor)
{
m_LineShader = Nuake::ShaderManager::GetShader("Resources/Shaders/line.shader");
m_AxisLineBuffer = CreateRef<Nuake::VertexArray>();
m_AxisLineBuffer->Bind();
m_AxisLineVertexBuffer = CreateRef<VertexBuffer>(m_Vertices.data(), m_Vertices.size() * sizeof(Nuake::LineVertex));
auto vblayout = CreateRef<VertexBufferLayout>();
vblayout->Push<float>(3);
vblayout->Push<float>(4);
m_AxisLineBuffer->AddBuffer(*m_AxisLineVertexBuffer, *vblayout);
GenerateSphereGizmo();
// Box
const Color cubeColor = Color(1, 0, 0, 0.5f);
std::vector<LineVertex> mBoxVertices =
{
LineVertex{Vector3(-1.f, -1.f, -1.f), cubeColor},
LineVertex{Vector3(1.0f, -1.f, -1.f), cubeColor},
LineVertex{Vector3(-1.f, -1.f, 1.f), cubeColor},
LineVertex{Vector3(1.0f, -1.f, 1.f), cubeColor},
LineVertex{Vector3(-1.f, 1.f, -1.f), cubeColor},
LineVertex{Vector3(1.0f, 1.f, -1.f), cubeColor},
LineVertex{Vector3(-1.f, 1.f, 1.f), cubeColor},
LineVertex{Vector3(1.0f, 1.f, 1.f), cubeColor},
LineVertex{Vector3(-1.f, -1.f, -1.f), cubeColor},
LineVertex{Vector3(-1.0f, -1.f, 1.f), cubeColor},
LineVertex{Vector3(1.f, -1.f, -1.f), cubeColor},
LineVertex{Vector3(1.0f, -1.f, 1.f), cubeColor},
LineVertex{Vector3(-1.f, 1.f, -1.f), cubeColor},
LineVertex{Vector3(-1.0f, 1.f, 1.f), cubeColor},
LineVertex{Vector3(1.f, 1.f, -1.f), cubeColor},
LineVertex{Vector3(1.0f, 1.f, 1.f), cubeColor},
LineVertex{Vector3(-1.0f, -1.0f, -1.f), cubeColor},
LineVertex{Vector3(-1.f, 1.0f, -1.f), cubeColor},
LineVertex{Vector3(1.0f, -1.0f, -1.f), cubeColor},
LineVertex{Vector3(1.f, 1.0f, -1.f), cubeColor},
LineVertex{Vector3(-1.0f, -1.0f, 1.f), cubeColor},
LineVertex{Vector3(-1.f, 1.0f, 1.f), cubeColor},
LineVertex{Vector3(1.0f, -1.0f, 1.f), cubeColor},
LineVertex{Vector3(1.0f, 1.0f, 1.f), cubeColor}
};
m_BoxBuffer = CreateRef<Nuake::VertexArray>();
m_BoxBuffer->Bind();
m_BoxVertexBuffer = CreateRef<VertexBuffer>(mBoxVertices.data(), mBoxVertices.size() * sizeof(Nuake::LineVertex));
m_BoxBuffer->AddBuffer(*m_BoxVertexBuffer, *vblayout);
// Load gizmos
ModelLoader loader;
m_Gizmos = std::map<std::string, Ref<Model>>();
//_gizmos["cam"] = loader.LoadModel("Resources/Models/Camera.gltf");
//_gizmos["light"] = loader.LoadModel("Resources/Models/Light.gltf");
//_gizmos["player"] = loader.LoadModel("Resources/Models/Camera.gltf");
m_Editor = editor;
}
void GizmoDrawer::GenerateSphereGizmo()
{
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) * 1.0;
float z = glm::sin(current) * 1.0;
current = increment * (i + 1);
float x2 = glm::cos(current) * 1.0;
float z2 = glm::sin(current) * 1.0;
Vector3 vert1, vert2;
if (i < subDivision)
{
vert1 = Vector3(x, z, 0);
vert2 = Vector3(x2, z2, 0);
}
else
{
vert1 = Vector3(x, 0, z);
vert2 = Vector3(x2, 0, z2);
}
m_CircleVertices.push_back(LineVertex{ vert1, Color(1.0, 0, 0.0, 0.5) });
m_CircleVertices.push_back(LineVertex{ vert2, Color(1.0, 0, 0.0, 0.5) });
}
m_CircleBuffer = CreateRef<Nuake::VertexArray>();
m_CircleBuffer->Bind();
m_CircleVertexBuffer = CreateRef<VertexBuffer>(m_CircleVertices.data(), m_CircleVertices.size() * sizeof(Nuake::LineVertex));
auto vblayout = CreateRef<VertexBufferLayout>();
vblayout->Push<float>(3);
vblayout->Push<float>(4);
m_CircleBuffer->AddBuffer(*m_CircleVertexBuffer, *vblayout);
}
bool GizmoDrawer::IsEntityInSelection(Nuake::Entity entity)
{
if (m_Editor->Selection.Type != EditorSelectionType::Entity)
{
return false;
}
if (!m_Editor->Selection.Entity.IsValid())
{
return false;
}
using namespace Nuake;
const Nuake::Entity selectedEntity = m_Editor->Selection.Entity;
if (selectedEntity.GetID() == entity.GetID())
{
return true;
}
auto& parentComponent = entity.GetComponent<ParentComponent>();
if (!parentComponent.HasParent)
{
return false;
}
if (IsEntityInSelection(parentComponent.Parent))
{
return true;
}
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);
{
m_LineShader->Bind();
m_LineShader->SetUniform("u_View", scene->m_EditorCamera->GetTransform());
m_LineShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
m_LineShader->SetUniform("u_Opacity", occluded ? 0.1f : 0.5f);
m_LineShader->SetUniform("u_Color", {0.0f, 0.0f, 0.0f, 0.0f});
m_AxisLineBuffer->Bind();
//glLineWidth(1.0f);
Nuake::RenderCommand::DrawLines(0, 6);
}
}
void GizmoDrawer::DrawNavMesh(Ref<Scene> scene, bool occluded)
{
auto& cam = Engine::GetCurrentScene()->m_EditorCamera;
auto navVolumesView = scene->m_Registry.view<TransformComponent, NavMeshVolumeComponent>();
for (auto e : navVolumesView)
{
if (!IsEntityInSelection(Nuake::Entity{ (entt::entity)e, scene.get() }))
{
continue;
}
auto [transform, navmesh] = scene->m_Registry.get<TransformComponent, NavMeshVolumeComponent>(e);
if (navmesh.NavMeshData && navmesh.NavMeshData->IsValid())
{
duDebugDrawNavMesh(&m_DebugDrawer, *navmesh.NavMeshData->GetNavMesh(), DU_DRAWNAVMESH_OFFMESHCONS);
}
}
}
void GizmoDrawer::DrawShapes(Ref<Scene> scene, bool occluded)
{
using namespace Nuake;
RenderCommand::Enable(RendererEnum::DEPTH_TEST);
//glLineWidth(2.0f);
auto navMeshVolumeView = scene->m_Registry.view<TransformComponent, NavMeshVolumeComponent>();
for (auto e : navMeshVolumeView)
{
if (!IsEntityInSelection(Nuake::Entity{ (entt::entity)e, scene.get() }))
{
continue;
}
auto [transform, volume] = scene->m_Registry.get<TransformComponent, NavMeshVolumeComponent>(e);
const Quat& globalRotation = glm::normalize(transform.GetGlobalRotation());
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
m_LineShader->Bind();
m_LineShader->SetUniform("u_Opacity", 0.9f);
m_LineShader->SetUniform("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix, volume.VolumeSize));
m_LineShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
m_BoxBuffer->Bind();
Nuake::RenderCommand::DrawLines(0, 26);
}
auto boxColliderView = scene->m_Registry.view<TransformComponent, BoxColliderComponent>();
for (auto e : boxColliderView)
{
auto [transform, box] = scene->m_Registry.get<TransformComponent, BoxColliderComponent>(e);
const Quat& globalRotation = glm::normalize(transform.GetGlobalRotation());
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
m_LineShader->Bind();
m_LineShader->SetUniform("u_Opacity", 1.f);
m_LineShader->SetUniform("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix, box.Size));
m_LineShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
m_BoxBuffer->Bind();
Nuake::RenderCommand::DrawLines(0, 26);
}
auto sphereColliderView = scene->m_Registry.view<TransformComponent, SphereColliderComponent>();
for (auto e : sphereColliderView)
{
auto [transform, sphere] = scene->m_Registry.get<TransformComponent, SphereColliderComponent>(e);
m_LineShader->Bind();
m_LineShader->SetUniform("u_Opacity", 1.f);
m_LineShader->SetUniform("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])), Vector3(sphere.Radius)));
m_LineShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
m_CircleBuffer->Bind();
Nuake::RenderCommand::DrawLines(0, 128);
}
auto audioEmitterView = scene->m_Registry.view<TransformComponent, AudioEmitterComponent>();
for (auto e : audioEmitterView)
{
auto [transform, emitter] = scene->m_Registry.get<TransformComponent, AudioEmitterComponent>(e);
// We dont need to draw the radius if its not spatialized
if (!emitter.Spatialized)
{
continue;
}
Vector3 globalPosition = Vector3(transform.GetGlobalTransform()[3]);
m_LineShader->Bind();
m_LineShader->SetUniform("u_Opacity", 1.f);
m_LineShader->SetUniform("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), globalPosition), Vector3(emitter.MaxDistance)));
m_LineShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
m_CircleBuffer->Bind();
Nuake::RenderCommand::DrawLines(0, 128);
m_LineShader->SetUniform("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), globalPosition), Vector3(emitter.MinDistance)));
Nuake::RenderCommand::DrawLines(0, 128);
}
auto capsuleColliderView = scene->m_Registry.view<TransformComponent, CapsuleColliderComponent>();
for (auto e : capsuleColliderView)
{
auto [transform, capsule] = scene->m_Registry.get<TransformComponent, CapsuleColliderComponent>(e);
const auto entityId = (uint32_t)e;
if (m_CapsuleGizmo.find(entityId) == m_CapsuleGizmo.end())
{
m_CapsuleGizmo[entityId] = CreateScope<CapsuleGizmo>();
}
m_CapsuleGizmo[entityId]->UpdateShape(capsule.Radius, capsule.Height);
const Quat& globalRotation = glm::normalize(transform.GetGlobalRotation());
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
m_LineShader->Bind();
m_LineShader->SetUniform("u_Opacity", 1.f);
m_LineShader->SetUniform("u_View", glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix);
m_LineShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
m_CapsuleGizmo[entityId]->Bind();
Nuake::RenderCommand::DrawLines(0, 264);
}
auto cylinderColliderView = scene->m_Registry.view<TransformComponent, CylinderColliderComponent>();
for (auto e : cylinderColliderView)
{
auto [transform, cylinder] = scene->m_Registry.get<TransformComponent, CylinderColliderComponent>(e);
const auto entityId = (uint32_t)e;
if (m_CylinderGizmo.find(entityId) == m_CylinderGizmo.end())
{
m_CylinderGizmo[entityId] = CreateScope<CylinderGizmo>();
}
m_CylinderGizmo[entityId]->UpdateShape(cylinder.Radius, cylinder.Height);
const Quat& globalRotation = glm::normalize(transform.GetGlobalRotation());
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
m_LineShader->Bind();
m_LineShader->SetUniform("u_Opacity", 1.0f);
m_LineShader->SetUniform("u_View", glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix);
m_LineShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
m_CylinderGizmo[entityId]->Bind();
Nuake::RenderCommand::DrawLines(0, 264);
}
auto lightView = scene->m_Registry.view<TransformComponent, LightComponent>();
for (auto e : lightView)
{
auto [transform, light] = scene->m_Registry.get<TransformComponent, LightComponent>(e);
if (light.Type == Spot || (light.Type == Directional && !light.SyncDirectionWithSky))
{
const auto entityId = (uint32_t)e;
if (m_CylinderGizmo.find(entityId) == m_CylinderGizmo.end())
{
m_CylinderGizmo[entityId] = CreateScope<CylinderGizmo>(Color(light.Color.r, light.Color.g, light.Color.b, 0.6f));
}
const float cylinderLength = 2.0f;
m_CylinderGizmo[entityId]->UpdateShape(0.1f, cylinderLength, Color(light.Color.r, light.Color.g, light.Color.b, 0.6f));
const Quat& rotationOffset = QuatFromEuler(90.0f, 0, 0);
const Quat& globalRotation = glm::normalize(transform.GetGlobalRotation()) * rotationOffset;
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
Matrix4 gizmoPosition = Matrix4(1.0f);
gizmoPosition = glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3]));
gizmoPosition = gizmoPosition * rotationMatrix;
gizmoPosition = glm::translate(gizmoPosition, { 0, -cylinderLength / 2.0, 0 });
m_LineShader->Bind();
m_LineShader->SetUniform("u_Opacity", 1.0f);
m_LineShader->SetUniform("u_View", gizmoPosition);
m_LineShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
m_CylinderGizmo[entityId]->Bind();
Nuake::RenderCommand::DrawLines(0, 264);
}
}
auto bspView = scene->m_Registry.view<TransformComponent, BSPBrushComponent>();
for (auto e : bspView)
{
auto [transform, brush] = scene->m_Registry.get<TransformComponent, BSPBrushComponent>(e);
if (brush.target.empty())
{
continue;
}
auto bspView2 = scene->m_Registry.view<TransformComponent, BSPBrushComponent>();
for (auto e2 : bspView2)
{
auto [transform2, brush2] = scene->m_Registry.get<TransformComponent, BSPBrushComponent>(e2);
if (brush2.TargetName.empty())
{
continue;
}
if (brush.target == brush2.TargetName)
{
Vector3 from = transform.GetGlobalTransform()[3];
Vector3 to = transform2.GetGlobalTransform()[3];
scene->m_SceneRenderer->DrawDebugLine(from, to, Color(1, 0, 0, 1), 0.f, 1.0f);
}
}
}
auto particleView = scene->m_Registry.view<TransformComponent, ParticleEmitterComponent>();
for (auto e : particleView)
{
auto [transform, particle] = scene->m_Registry.get<TransformComponent, ParticleEmitterComponent>(e);
m_LineShader->Bind();
m_LineShader->SetUniform("u_Opacity", 1.f);
m_LineShader->SetUniform("u_View", glm::scale(glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])), Vector3(particle.Radius)));
m_LineShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
m_CircleBuffer->Bind();
Nuake::RenderCommand::DrawLines(0, 128);
}
auto meshColliderView = scene->m_Registry.view<TransformComponent, MeshColliderComponent, ModelComponent>();
for (auto e : meshColliderView)
{
auto [transform, mesh, model] = scene->m_Registry.get<TransformComponent, MeshColliderComponent, ModelComponent>(e);
// Component has no mesh set.
if (!model.ModelResource.Get<Model>())
{
continue;
}
auto resource = model.ModelResource.Get<Model>();
const auto& meshes = resource->GetMeshes();
if (mesh.SubMesh >= meshes.size())
{
continue;
}
const Quat& globalRotation = glm::normalize(transform.GetGlobalRotation());
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
m_LineShader->Bind();
m_LineShader->SetUniform("u_View", glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix);
m_LineShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
//meshes[mesh.SubMesh]->Bind();
//meshes[mesh.SubMesh]->Draw(nullptr, false);
//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
}
auto camView = scene->m_Registry.view<TransformComponent, CameraComponent>();
for (auto e : camView)
{
auto [transform, camera] = scene->m_Registry.get<TransformComponent, CameraComponent>(e);
const Quat& globalRotation = glm::normalize(transform.GetGlobalRotation());
const Matrix4& rotationMatrix = glm::mat4_cast(globalRotation);
m_LineShader->Bind();
m_LineShader->SetUniform("u_Opacity", 1.f);
const float aspectRatio = camera.CameraInstance->AspectRatio;
const float fov = camera.CameraInstance->Fov;
Matrix4 clampedPerspective = glm::perspectiveFov(glm::radians(fov), 9.0f * aspectRatio, 9.0f, 0.05f, 3.0f);
m_LineShader->SetUniform("u_View", glm::translate(scene->m_EditorCamera->GetTransform(), Vector3(transform.GetGlobalTransform()[3])) * rotationMatrix * glm::inverse(clampedPerspective));
m_LineShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
m_BoxBuffer->Bind();
Nuake::RenderCommand::DrawLines(0, 26);
}
}
void GizmoDrawer::DrawGizmos(Ref<Scene> scene, bool occluded)
{
using namespace Nuake;
auto camView = scene->m_Registry.view<TransformComponent, CameraComponent>();
RenderCommand::Enable(RendererEnum::DEPTH_TEST);
//glLineWidth(3.0f);
auto flatShader = ShaderManager::GetShader("Resources/Shaders/flat.shader");
flatShader->Bind();
flatShader->SetUniform("u_View", scene->m_EditorCamera->GetTransform());
flatShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
flatShader->SetUniform("u_Color", 0.5f, 0.5f, 0.5f, 1.0f);
RenderCommand::Enable(RendererEnum::DEPTH_TEST);
RenderCommand::Enable(RendererEnum::FACE_CULL);
//glCullFace(GL_BACK);
//glLineWidth(1.0f);
RenderList renderList;
auto gizmoShader = ShaderManager::GetShader("Resources/Shaders/gizmo.shader");
gizmoShader->Bind();
gizmoShader->SetUniform("u_View", scene->m_EditorCamera->GetTransform());
gizmoShader->SetUniform("u_Projection", scene->m_EditorCamera->GetPerspective());
gizmoShader->SetUniform("u_Opacity", occluded ? 0.1f : 1.f);
RenderCommand::Disable(RendererEnum::FACE_CULL);
const Vector3& cameraPosition = scene->m_EditorCamera->GetTranslation();
const Vector3 gizmoSize = Vector3(Engine::GetProject()->Settings.GizmoSize);
// Camera
for (auto e : camView)
{
gizmoShader->SetUniform("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/camera.png").get());
gizmoShader->SetUniform("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
auto [transform, camera] = scene->m_Registry.get<TransformComponent, CameraComponent>(e);
auto initialTransform = transform.GetGlobalTransform();
Matrix4 particleTransform = initialTransform;
particleTransform = glm::inverse(scene->m_EditorCamera->GetTransform());
// Translation
const Vector3& particleGlobalPosition = transform.GetGlobalPosition();
particleTransform[3] = initialTransform[3];
particleTransform = glm::scale(particleTransform, gizmoSize * GetGizmoScale(cameraPosition, particleGlobalPosition));
renderList.AddToRenderList(Renderer::QuadMesh, particleTransform);
renderList.Flush(gizmoShader, true);
}
// Lights
auto lightView = scene->m_Registry.view<TransformComponent, LightComponent>();
for (auto e : lightView)
{
auto [transform, light] = scene->m_Registry.get<TransformComponent, LightComponent>(e);
// Change icon depending on light type
std::string texturePath ;
switch (light.Type)
{
case LightType::Point:
texturePath = "Resources/Gizmos/light.png";
break;
case LightType::Directional:
texturePath = "Resources/Gizmos/light_directional.png";
break;
case LightType::Spot:
texturePath = "Resources/Gizmos/light_spot.png";
break;
default:
texturePath = "Resources/Gizmos/light.png";
}
gizmoShader->SetUniform("gizmo_texture", TextureManager::Get()->GetTexture(texturePath).get());
gizmoShader->SetUniform("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
auto initialTransform = transform.GetGlobalTransform();
Matrix4 particleTransform = initialTransform;
particleTransform = glm::inverse(scene->m_EditorCamera->GetTransform());
// Translation
const Vector3& particleGlobalPosition = transform.GetGlobalPosition();
particleTransform[3] = initialTransform[3];
particleTransform = glm::scale(particleTransform, gizmoSize * GetGizmoScale(cameraPosition, particleGlobalPosition));
renderList.AddToRenderList(Renderer::QuadMesh, particleTransform);
renderList.Flush(gizmoShader, true);
}
// Player
auto characterControllerView = scene->m_Registry.view<TransformComponent, CharacterControllerComponent>();
for (auto e : characterControllerView)
{
gizmoShader->SetUniform("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/player.png").get());
gizmoShader->SetUniform("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
auto [transform, characterControllerComponent] = scene->m_Registry.get<TransformComponent, CharacterControllerComponent>(e);
auto initialTransform = transform.GetGlobalTransform();
Matrix4 particleTransform = initialTransform;
particleTransform = glm::inverse(scene->m_EditorCamera->GetTransform());
// Translation
const Vector3& particleGlobalPosition = transform.GetGlobalPosition();
particleTransform[3] = initialTransform[3];
particleTransform = glm::scale(particleTransform, gizmoSize * GetGizmoScale(cameraPosition, particleGlobalPosition));
renderList.AddToRenderList(Renderer::QuadMesh, particleTransform);
renderList.Flush(gizmoShader, true);
}
// Bones
auto boneView = scene->m_Registry.view<TransformComponent, BoneComponent>();
for (auto e : boneView)
{
gizmoShader->SetUniform("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/bone.png").get());
gizmoShader->SetUniform("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
auto [transform, boneComponent] = scene->m_Registry.get<TransformComponent, BoneComponent>(e);
auto initialTransform = transform.GetGlobalTransform();
Matrix4 particleTransform = initialTransform;
particleTransform = glm::inverse(scene->m_EditorCamera->GetTransform());
// Translation
const Vector3& particleGlobalPosition = transform.GetGlobalPosition();
particleTransform[3] = initialTransform[3];
particleTransform = glm::scale(particleTransform, (gizmoSize / 2.0f) * 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->SetUniform("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/sound_emitter.png").get());
gizmoShader->SetUniform("u_EntityID", ((int32_t)(uint32_t)(e)) + 1);
auto [transformComponent, audioEmitterComponent] = scene->m_Registry.get<TransformComponent, AudioEmitterComponent>(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, 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->SetUniform("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/rigidbody.png").get());
gizmoShader->SetUniform("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, 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->SetUniform("gizmo_texture", TextureManager::Get()->GetTexture("Resources/Gizmos/particles.png").get());
gizmoShader->SetUniform("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, gizmoSize * GetGizmoScale(cameraPosition, particleGlobalPosition));
renderList.AddToRenderList(Renderer::QuadMesh, transform);
renderList.Flush(gizmoShader, true);
}
// Revert to default depth testing
//glDepthFunc(GL_LESS);
//
//// Revert to default depth buffer writing
//glDepthMask(true);
RenderCommand::Enable(RendererEnum::DEPTH_TEST);
}