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- 2. Extend C++ Texture so it keeps a CPU cached copy if we want it (PixelData per face, per mip)
- - Texture::readCPUData(face, mip). Return null if not supported by texture.
- 3. Figure out how to port AsyncOp to C#
- 4. Write a C# interface for Texture, Texture2D, Texture3D, TextureCube
- - Port PixelFormat to C#: Only a subset of actual formats? Only IDs not meta-data.
- - Texture: width, height, format, numMipmaps, usage, sRGB, sampleCount
- - Texture2D: GetPixels(int mip), SetPixels(int mip), AsyncOp GetGPUPixels(int mip)
- - Texture3D: depth, GetPixels(int mip), SetPixels(int mip), AsyncOp GetGPUPixels(int mip)
- - TextureCube: GetPixels(CubeFace face, int mip), SetPixels(CubeFace face, int mip), AsyncOp GetGPUPixels(CubeFace face, int mip)
- -------------
- Get rid of multisample hint from Texture and move it to RenderTarget (RENDER_TEXTURE_DESC actually)
- - Seems they only use it for some kind of qality hint
- - Possibly replace it with an enum if I can't remove it?
- -------------
- Optionally port PixelUtility to compressing, converting, generating mipmaps, applying gamma to PixelData
- - Also getMaxMimaps and other methods for retrieving pixel format information
- WEEKEND END
- -----------------------
- GIZMO TODO:
- - Make a C# wrapper for Renderable
- Refactor GizmoManager and HandleManager so they accept a CameraHandler
- - I need to ensure scene CameraHandler has proper position/rotation before being passed to handle and gizmo manager
- - Delete SceneViewLocator, I don't think it's used anywhere
- Tomorrow:
- - Figure out how to deal with Textures, especially reading them
- - Move handle/gizmo manager to CameraHandler
- - Finish up Cursor
- Port SceneCameraController to C#
- - Will need a C# Cursor
- Port RenderTexture to C# and likely extend Texture2D so it accepts renderable flags. While at it add TextureCube and Texture3D as well.
- - Actually Texture2D doesn't seem to be implemented at all. Will also need to add PixelData wrapper.
- - Will I need to add support for readable textures? e.g. what happens when you try to read a texture from C#?
- - Almost certainly. It's very useful to be able to read textures.
- - I can't sync the threads when reading, it would be too slow. Have an AsyncOp similar to c++ code?
- - Also DX11 already creates a temporary staging buffer when reading from a texture, so keeping yet another CPU
- copy seems like a waste.
- Ensure that EditorWindow resize callback works properly.
- - Perhaps add OnResizeEnd callback that can be used for updating the render texture
- Create a C# wrapper around ProjectSettings
- Make a Script version of SceneEditorWindow
- - This would replace SceneEditorWidget so it would initialize scene grid and call
- update on handle manager and scene grid, as well as apply ProjectSettings to them.
-
- Move handle is buggy as hell - It moves in wrong direction sometimes, sometimes it skips, other times collision seems to be wrong
- Need a way to drag and drop items from Scene tree view to Scene view
- When dragging a handle make sure it works when cursor leaves the scene view
- Also make sure that handle manager receives mouse up event if its done outside of scene view
- AFTER I have scene widget in C#:
- - Finish up C# Handles class so it returns proper values
- - Ensure fixed handle size and handle snapping works
- - Implement free move handle and remaining handles
- - Test custom handles from C#
- IMPLEMENT SELECTION RENDERING
- IMPROVE SceneGrid LOOK
- - LIKELY USE PIXEL SceneGrid WITH AA
- - OR (better) instead of drawing rows and columns of lines, just draw a plane with procedural texture
- LATER:
- - Need a way to render text for gizmos and handles, and in scene in general
- - Add drag to select
- - Need a better system to catch broken shaders. DX11 just draws nothing with depth, DX9 draws all white.
- - The bounds I retrieve from GUIUtility are relative to the entire window, not just the current widget.
- - Set up Application::getPrimaryViewport so it returns a valid viewport otherwise C# Camera won't work properly
- ---------------------------------------------------------------------
- Render textures in C#:
- - In C# have Texture2D, TextureCube, TextureVolume. They should have a common Texture base.
- - Each of those can be created with a Renderable flag
- - Render textures mirror what we have in C++
- - RenderTexture and MultiRenderTexture (since we have these separate representation we don't need RenderBuffer that Unity has)
- - You can provide an existing texture from types listed above, or create a new render target and
- create a basic 2D texture (multiple constructors)
- - Both RT types should have their color buffer (s) and depth buffer accessible as a texture to be used for rendering, or for reading
- ----------------------------------------------------------------------
- Handles
- SliderLine - position, direction, length
- - When initially activated it records position nearest so the line as the starting point
- - Further mouse dragging also finds nearest position to the line
- - Difference between those two results in a float value (how much to move along direction from position to reach new position)
- - Slider line has a capsule + sphere collider size of which can be set manually
- SliderPlane - position, normal, size
- - Similar to line slider only the direction is determined dynamically as well as distance
- - Outputs a Vector2 (direction * distance moved)
- - A OOB is used as a collider
- SliderDisc - position, normal, radius
- - When initially activated it records position nearest so the disc as the starting point
- - Further movement calculates the dynamic direction from the starting point to the current point on the plane the disc lies on
- - Distance along that direction is returned as amount of movement (similar to line slider)
- - Outputs a single float
- - A torus is used as a collider
- Free move/rotate/scale handles need to exist as well
- - Scale is easy, just perform uniform scale. Use SliderPlane oriented towards camera
- - Move also use SliderPlane oriented towards camera
- - Rotation use SliderDisc oriented towards camera
- ----------------------------------------------------
- STAGE 1
- CONCRETE TODO:
- HandleSliderPlane/HandleSliderDisc
- - update() implementation
- ----------------------------------------------------
- STAGE 2
- Implement RotateHandle & ScaleHandle in C#
- - Nearest point to disc/arc code
- Add free move, free rotate, free scale functionality
- Handles that remain the same size regardless of distance from camera
- - For both drawing and collision
- More complex types for drawing like DrawArrow in HandleDrawManager
- ----------------------------------------------------------------------
- SelectionRenderer
- Retrieve a list of selected objects from SelectionManager
- Find ones with Renderable components
- Retrieve Meshes, and world transforms from them
- Draw that same mesh with either a wireframe or a grayed out shader with a slight depth bias
- ---------------------------------------------------------------------
- Multi-resources
- Importer::import
- - Each SpecificImporter is responsible for importing all needed resources and registering them with Resources manager
- - However only the main resource is returned from that method
- - Rest of the resources are referenced by the UUID in ResourceMeta and can be retrieved there if needed
- Resources::save
- - Add to documentation that it will only save that exact resource and not any dependencies, you must call save() for them manually
- Resources::load
- - Will automatically load all dependencies, optionally add a boolean that allows you to load only the main asset
- ProjectLibrary
- - Needs to be extended so it shows sub-resources in tree view
- - Need to extend my mapping so one asset maps to multiple assets in library (need to remember how I do that currently, is it just by name or meta-file identifier?)
- ---------------------
- With this approach I can:
- - Reference and load the sub-resources directly
- - Technically I can also delete sub-resources
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