TODO.txt 5.9 KB

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  1. --------- ALL LONG TERM TASKS / FIXES BELONG TO GOOGLE DOCS: ImplementationTODO OR PossibleImprovements ----------
  2. Write a C# interface for Texture, Texture2D, Texture3D, TextureCube
  3. - Texture: width, height, format, numMipmaps, usage, sRGB, sampleCount
  4. - Texture2D: GetPixels(int mip), SetPixels(int mip), AsyncOp GetGPUPixels(int mip)
  5. - Texture3D: depth, GetPixels(int mip), SetPixels(int mip), AsyncOp GetGPUPixels(int mip)
  6. - TextureCube: GetPixels(CubeFace face, int mip), SetPixels(CubeFace face, int mip), AsyncOp GetGPUPixels(CubeFace face, int mip)
  7. Optionally port PixelUtility to compressing, converting, generating mipmaps, applying gamma to PixelData
  8. - Also getMaxMimaps and other methods for retrieving pixel format information
  9. WEEKEND END
  10. -----------------------
  11. Refactor GizmoManager and HandleManager so they accept a CameraHandler
  12. - I need to ensure scene CameraHandler has proper position/rotation before being passed to handle and gizmo manager
  13. - Delete SceneViewLocator, I don't think it's used anywhere
  14. Port SceneCameraController to C#
  15. Port RenderTexture to C# and likely extend Texture2D so it accepts renderable flags. While at it add TextureCube and Texture3D as well.
  16. - Actually Texture2D doesn't seem to be implemented at all. Will also need to add PixelData wrapper.
  17. - Will I need to add support for readable textures? e.g. what happens when you try to read a texture from C#?
  18. - Almost certainly. It's very useful to be able to read textures.
  19. - I can't sync the threads when reading, it would be too slow. Have an AsyncOp similar to c++ code?
  20. - Also DX11 already creates a temporary staging buffer when reading from a texture, so keeping yet another CPU
  21. copy seems like a waste.
  22. Ensure that EditorWindow resize callback works properly.
  23. - Perhaps add OnResizeEnd callback that can be used for updating the render texture
  24. Create a C# wrapper around ProjectSettings
  25. Make a Script version of SceneEditorWindow
  26. - This would replace SceneEditorWidget so it would initialize scene grid and call
  27. update on handle manager and scene grid, as well as apply ProjectSettings to them.
  28. Move handle is buggy as hell - It moves in wrong direction sometimes, sometimes it skips, other times collision seems to be wrong
  29. Need a way to drag and drop items from Scene tree view to Scene view
  30. When dragging a handle make sure it works when cursor leaves the scene view
  31. Also make sure that handle manager receives mouse up event if its done outside of scene view
  32. AFTER I have scene widget in C#:
  33. - Finish up C# Handles class so it returns proper values
  34. - Ensure fixed handle size and handle snapping works
  35. - Implement free move handle and remaining handles
  36. - Test custom handles from C#
  37. IMPLEMENT SELECTION RENDERING
  38. IMPROVE SceneGrid LOOK
  39. - LIKELY USE PIXEL SceneGrid WITH AA
  40. - OR (better) instead of drawing rows and columns of lines, just draw a plane with procedural texture
  41. ---------------------------------------------------------------------
  42. Render textures in C#:
  43. - In C# have Texture2D, TextureCube, TextureVolume. They should have a common Texture base.
  44. - Each of those can be created with a Renderable flag
  45. - Render textures mirror what we have in C++
  46. - RenderTexture and MultiRenderTexture (since we have these separate representation we don't need RenderBuffer that Unity has)
  47. - You can provide an existing texture from types listed above, or create a new render target and
  48. create a basic 2D texture (multiple constructors)
  49. - Both RT types should have their color buffer (s) and depth buffer accessible as a texture to be used for rendering, or for reading
  50. ----------------------------------------------------------------------
  51. Handles
  52. SliderLine - position, direction, length
  53. - When initially activated it records position nearest so the line as the starting point
  54. - Further mouse dragging also finds nearest position to the line
  55. - Difference between those two results in a float value (how much to move along direction from position to reach new position)
  56. - Slider line has a capsule + sphere collider size of which can be set manually
  57. SliderPlane - position, normal, size
  58. - Similar to line slider only the direction is determined dynamically as well as distance
  59. - Outputs a Vector2 (direction * distance moved)
  60. - A OOB is used as a collider
  61. SliderDisc - position, normal, radius
  62. - When initially activated it records position nearest so the disc as the starting point
  63. - Further movement calculates the dynamic direction from the starting point to the current point on the plane the disc lies on
  64. - Distance along that direction is returned as amount of movement (similar to line slider)
  65. - Outputs a single float
  66. - A torus is used as a collider
  67. Free move/rotate/scale handles need to exist as well
  68. - Scale is easy, just perform uniform scale. Use SliderPlane oriented towards camera
  69. - Move also use SliderPlane oriented towards camera
  70. - Rotation use SliderDisc oriented towards camera
  71. ----------------------------------------------------
  72. STAGE 1
  73. CONCRETE TODO:
  74. HandleSliderPlane/HandleSliderDisc
  75. - update() implementation
  76. ----------------------------------------------------
  77. STAGE 2
  78. Implement RotateHandle & ScaleHandle in C#
  79. - Nearest point to disc/arc code
  80. Add free move, free rotate, free scale functionality
  81. Handles that remain the same size regardless of distance from camera
  82. - For both drawing and collision
  83. More complex types for drawing like DrawArrow in HandleDrawManager
  84. ----------------------------------------------------------------------
  85. SelectionRenderer
  86. Retrieve a list of selected objects from SelectionManager
  87. Find ones with Renderable components
  88. Retrieve Meshes, and world transforms from them
  89. Draw that same mesh with either a wireframe or a grayed out shader with a slight depth bias
  90. ---------------------------------------------------------------------