Merge remote-tracking branch 'origin/master' into Rendering

# Conflicts:
#	src/Engine/Editor/EditorSystem.cpp
#	src/Engine/Rendering/PickingPass.cpp
#	src/Game/Game.cpp
This commit is contained in:
viktorljung
2015-12-17 11:17:58 +01:00
20 changed files with 540 additions and 199 deletions
+3
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@@ -31,6 +31,8 @@ public:
const ComponentPool* GetComponents(std::string componentType);
// Get entity parent
EntityID GetParent(EntityID entity);
// Change the parent of an entity
void SetParent(EntityID entity, EntityID parent);
// Get all component pools
const std::unordered_map<std::string, ComponentPool*>& GetComponentPools() const { return m_ComponentPools; }
// Get the entity children map
@@ -40,6 +42,7 @@ private:
EntityID m_CurrentEntityID = 1;
std::unordered_map<EntityID, EntityID> m_EntityParents;
// TODO: This should be a more effective structure
std::unordered_multimap<EntityID, EntityID> m_EntityChildren;
std::unordered_map<std::string, ComponentPool*> m_ComponentPools;
+37 -1
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@@ -2,34 +2,70 @@
#include <glm/gtx/common.hpp>
#include "../Core/System.h"
#include "../Core/EMousePress.h"
#include "../Core/EMouseRelease.h"
#include "../Core/EMouseMove.h"
#include "../Core/ConfigFile.h"
#include "../Input/EInputCommand.h"
#include "../Rendering/IRenderer.h"
#include "../Rendering/EPicking.h"
#include "../Rendering/RenderSystem.h"
class EditorSystem : public ImpureSystem
{
public:
EditorSystem(EventBroker* eventBroker);
EditorSystem(EventBroker* eventBroker, IRenderer* renderer);
virtual void Update(World* world, double dt) override;
private:
IRenderer* m_Renderer;
World* m_World = nullptr;
bool m_Enabled;
bool m_Visible;
std::vector<glm::vec2> m_PickingQueue;
enum class WidgetMode
{
None,
Translate,
Rotate,
Scale
} m_WidgetMode = WidgetMode::None;
enum class WidgetSpace
{
Local,
Global
} m_WidgetSpace = WidgetSpace::Global;
EntityID m_Widget = 0;
EntityID m_WidgetX = 0;
EntityID m_WidgetY = 0;
EntityID m_WidgetZ = 0;
EntityID m_WidgetOrigin = 0;
glm::vec3 m_WidgetCurrentAxis;
float m_WidgetPickingDepth = 0.f;
EntityID m_Selection = 0;
EntityID m_LastSelection = 0;
glm::vec3 m_Position;
EventRelay<EditorSystem, Events::InputCommand> m_EInputCommand;
bool OnInputCommand(const Events::InputCommand& e);
EventRelay<EditorSystem, Events::MouseRelease> m_EMouseRelease;
bool OnMouseRelease(const Events::MouseRelease& e);
EventRelay<EditorSystem, Events::MousePress> m_EMousePress;
bool OnMousePress(const Events::MousePress& e);
EventRelay<EditorSystem, Events::MouseMove> m_EMouseMove;
bool OnMouseMove(const Events::MouseMove& e);
EventRelay<EditorSystem, Events::Picking> m_EPicking;
bool OnPicking(const Events::Picking& e);
void updateWidget();
void setWidgetMode(WidgetMode newMode);
void setWidgetSpace(WidgetSpace space);
void drawUI(World* world, double dt);
bool createDeleteButton(std::string componentType);
void changeParent(EntityID entity, EntityID newParent);
};
+3
View File
@@ -34,6 +34,8 @@ public:
EntityID Entity;
//World position of the "pick"
glm::vec3 Position;
// Depth
float Depth;
};
PickData Pick(glm::vec2 screenCoord) const
@@ -43,6 +45,7 @@ public:
// Invert screen y coordinate
screenCoord.y = Resolution.Height - screenCoord.y;
ScreenCoords::PixelData data = ScreenCoords::ToPixelData(screenCoord, PickingBuffer, *DepthBuffer);
pickData.Depth = data.Depth;
auto it = PickingColorsToEntity->find(glm::vec2(data.Color[0], data.Color[1]));
if (it != PickingColorsToEntity->end()) {
@@ -1,6 +1,7 @@
#include <imgui/imgui.h>
#include "../OpenGL.h"
#include "IRenderer.h"
#include "RenderState.h"
#include "../Core/EventBroker.h"
#include "../Core/EMousePress.h"
#include "../Core/EMouseRelease.h"
@@ -10,6 +11,22 @@
#include "../Core/EKeyUp.h"
#include "../Core/EKeyboardChar.h"
class ImGuiRenderState : public RenderState
{
public:
ImGuiRenderState()
: RenderState()
{
BindFramebuffer(0);
Enable(GL_BLEND);
BlendEquation(GL_FUNC_ADD);
BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
Disable(GL_CULL_FACE);
Disable(GL_DEPTH_TEST);
Enable(GL_SCISSOR_TEST);
}
};
class ImGuiRenderPass
{
public:
+11 -7
View File
@@ -1,6 +1,7 @@
#ifndef RenderState_h__
#define RenderState_h__
#include <functional>
#include "../Common.h"
#include "../OpenGL.h"
#include "../GLM.h"
@@ -8,16 +9,19 @@
class RenderState
{
public:
RenderState();
RenderState() = default;
~RenderState();
bool Enable(GLenum GLEnable);
bool CullFace(GLenum GlFaceToCull);
bool Enable(GLenum cap);
bool Disable(GLenum cap);
bool CullFace(GLenum mode);
bool ClearColor(glm::vec4 color);
bool Clear(GLbitfield mask);
bool BindBuffer(GLint buffer);
bool BindFramebuffer(GLint framebuffer);
bool BlendEquation(GLenum mode);
bool BlendFunc(GLenum sfactor, GLenum dfactor);
private:
std::vector<GLenum> m_Enables;
float m_preClearColor[4];
int m_preBuffer;
std::vector<std::function<void(void)>> m_ResetFunctions;
};
#endif