feat: Dear ImGui editor, GLTF materials, scene serialization
- ImGuiLayer: entity inspector (Transform/Material/Light/Camera editing), hierarchy panel, debug overlay with FPS graph (rlImgui-cs + ImGui.NET) - GltfLoader.LoadWithMaterials: extracts PBR albedo, roughness, metallic, base color texture from glTF files - SceneSerializer: save/load ECS world to/from JSON with custom Vector3/Quaternion converters, 6 tests - ImGui disabled in tour/test mode to keep screenshots clean - 66/66 tests passing
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@@ -23,6 +23,7 @@
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<PackageReference Include="Raylib-cs" Version="8.0.0" />
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<PackageReference Include="Flecs.NET.Debug" Version="4.0.4-build.546" Condition="'$(Configuration)' == 'Debug'" />
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<PackageReference Include="Flecs.NET.Release" Version="4.0.4-build.546" Condition="'$(Configuration)' == 'Release' OR '$(Configuration)' == 'ReleaseAOT'" />
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<PackageReference Include="rlImgui-cs" Version="3.2.0" />
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</ItemGroup>
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<ItemGroup>
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@@ -0,0 +1,299 @@
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using System.Numerics;
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using Engine.Core;
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using Flecs.NET.Core;
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using ImGuiNET;
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using rlImGui_cs;
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using EngineTransform = Engine.Core.Components.Transform;
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using EngineMaterial = Engine.Core.Components.Material;
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using EngineLight = Engine.Core.Components.Light;
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using EngineCamera = Engine.Core.Components.Camera;
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namespace Engine.Graphics.RaylibBackend;
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/// <summary>
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/// Dear ImGui integration for the Raylib backend.
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/// Provides an entity inspector, hierarchy panel, and debug overlay.
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/// </summary>
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public sealed class ImGuiLayer : IDisposable
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{
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private bool _initialized;
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private bool _disposed;
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private string _selectedEntity = "";
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private float[] _fpsHistory = new float[120];
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private int _fpsHistoryIndex;
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private World? _world;
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private Timing? _timing;
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private int _fps;
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/// <summary>
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/// Set per-frame data before calling RenderImGuiUI.
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/// </summary>
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public void SetFrameData(World world, Timing timing, int fps)
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{
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_world = world;
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_timing = timing;
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_fps = fps;
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}
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/// <summary>
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/// Render the ImGui UI. Called internally by RaylibRenderer between Begin() and End().
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/// </summary>
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internal void RenderImGuiUI()
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{
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if (!_initialized || _world is not { } world || _timing is not { } timing) return;
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RenderDebugOverlay(timing, _fps);
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RenderHierarchy(world);
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RenderInspector(world);
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}
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public void Initialize()
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{
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if (_initialized) return;
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rlImGui.Setup(true);
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_initialized = true;
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}
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/// <summary>
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/// Call at the start of the frame (after EndMode3D, before EndDrawing).
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/// Begins the ImGui render pass.
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/// </summary>
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public void Begin()
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{
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if (!_initialized) return;
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rlImGui.Begin();
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}
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/// <summary>
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/// Call at the end of the frame (before EndDrawing).
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/// Ends the ImGui render pass and renders all ImGui draw data.
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/// </summary>
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public void End()
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{
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if (!_initialized) return;
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rlImGui.End();
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}
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private void RenderDebugOverlay(Timing timing, int fps)
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{
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ImGui.SetNextWindowPos(new Vector2(10, 10), ImGuiCond.Always);
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ImGui.SetNextWindowBgAlpha(0.7f);
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if (!ImGui.Begin("Debug", ImGuiWindowFlags.NoMove | ImGuiWindowFlags.NoDecoration | ImGuiWindowFlags.AlwaysAutoResize))
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{
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ImGui.End();
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return;
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}
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ImGui.Text($"FPS: {fps}");
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ImGui.Text($"Frame: {timing.DeltaTime * 1000.0f:F2} ms");
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ImGui.Text($"Time: {timing.TotalTime:F1} s");
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_fpsHistory[_fpsHistoryIndex] = fps;
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_fpsHistoryIndex = (_fpsHistoryIndex + 1) % _fpsHistory.Length;
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ImGui.PlotLines("##fps", ref _fpsHistory[0], _fpsHistory.Length, _fpsHistoryIndex, "", 0, 200, new Vector2(200, 40));
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ImGui.End();
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}
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private void RenderHierarchy(World world)
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{
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ImGui.SetNextWindowPos(new Vector2(10, 120), ImGuiCond.FirstUseEver);
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ImGui.SetNextWindowSize(new Vector2(250, 400), ImGuiCond.FirstUseEver);
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if (!ImGui.Begin("Hierarchy"))
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{
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ImGui.End();
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return;
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}
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world.Each((Entity e, ref EngineTransform _) =>
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{
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var name = e.Name();
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if (string.IsNullOrEmpty(name))
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return;
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var isSelected = name == _selectedEntity;
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if (ImGui.Selectable(name, isSelected))
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_selectedEntity = name;
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});
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ImGui.End();
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}
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private void RenderInspector(World world)
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{
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ImGui.SetNextWindowPos(new Vector2(270, 120), ImGuiCond.FirstUseEver);
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ImGui.SetNextWindowSize(new Vector2(300, 400), ImGuiCond.FirstUseEver);
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if (!ImGui.Begin("Inspector"))
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{
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ImGui.End();
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return;
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}
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if (string.IsNullOrEmpty(_selectedEntity))
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{
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ImGui.TextDisabled("Select an entity from the Hierarchy");
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ImGui.End();
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return;
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}
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var entity = world.Lookup(_selectedEntity);
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if ((ulong)entity.Id == 0)
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{
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ImGui.TextDisabled($"Entity '{_selectedEntity}' not found");
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ImGui.End();
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return;
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}
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ImGui.Text($"Entity: {_selectedEntity}");
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ImGui.Separator();
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if (entity.Has<EngineTransform>())
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{
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var t = entity.Get<EngineTransform>();
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if (ImGui.CollapsingHeader("Transform", ImGuiTreeNodeFlags.DefaultOpen))
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{
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var pos = t.Position;
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if (ImGui.DragFloat3("Position", ref pos, 0.1f))
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{
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t.Position = pos;
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entity.Set(t);
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}
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var scale = t.Scale;
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if (ImGui.DragFloat3("Scale", ref scale, 0.1f, 0.01f, 100f))
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{
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t.Scale = scale;
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entity.Set(t);
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}
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var euler = ToEuler(t.Rotation);
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if (ImGui.DragFloat3("Rotation", ref euler, 1.0f, -180f, 180f))
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{
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t.Rotation = FromEuler(euler);
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entity.Set(t);
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}
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}
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}
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if (entity.Has<EngineMaterial>())
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{
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var m = entity.Get<EngineMaterial>();
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if (ImGui.CollapsingHeader("Material", ImGuiTreeNodeFlags.DefaultOpen))
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{
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var albedo = m.Albedo;
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if (ImGui.ColorEdit3("Albedo", ref albedo))
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{
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m.Albedo = albedo;
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entity.Set(m);
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}
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var rough = m.Roughness;
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if (ImGui.SliderFloat("Roughness", ref rough, 0.0f, 1.0f))
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{
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m.Roughness = rough;
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entity.Set(m);
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}
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var metal = m.Metallic;
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if (ImGui.SliderFloat("Metallic", ref metal, 0.0f, 1.0f))
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{
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m.Metallic = metal;
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entity.Set(m);
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}
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if (m.HasTexture)
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ImGui.Text($"Texture: {m.TexturePath}");
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else
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ImGui.TextDisabled("No texture");
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}
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}
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if (entity.Has<EngineLight>())
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{
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var l = entity.Get<EngineLight>();
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if (ImGui.CollapsingHeader("Light", ImGuiTreeNodeFlags.DefaultOpen))
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{
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var color = l.Color;
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if (ImGui.ColorEdit3("Color", ref color))
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{
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l.Color = color;
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entity.Set(l);
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}
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var intensity = l.Intensity;
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if (ImGui.SliderFloat("Intensity", ref intensity, 0.0f, 5.0f))
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{
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l.Intensity = intensity;
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entity.Set(l);
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}
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var dir = l.Direction;
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if (ImGui.DragFloat3("Direction", ref dir, 0.01f, -1f, 1f))
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{
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l.Direction = dir;
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entity.Set(l);
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}
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}
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}
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if (entity.Has<EngineCamera>())
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{
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var c = entity.Get<EngineCamera>();
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if (ImGui.CollapsingHeader("Camera"))
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{
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var pos = c.Position;
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if (ImGui.DragFloat3("Position", ref pos, 0.1f))
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{
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c.Position = pos;
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entity.Set(c);
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}
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var target = c.Target;
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if (ImGui.DragFloat3("Target", ref target, 0.1f))
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{
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c.Target = target;
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entity.Set(c);
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}
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var fov = c.FieldOfView * 180.0f / MathF.PI;
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if (ImGui.SliderFloat("FOV", ref fov, 5f, 120f))
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{
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c.FieldOfView = fov * MathF.PI / 180.0f;
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entity.Set(c);
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}
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}
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}
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ImGui.End();
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}
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private static Vector3 ToEuler(Quaternion q)
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{
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var pitch = MathF.Atan2(2 * (q.W * q.X + q.Y * q.Z), 1 - 2 * (q.X * q.X + q.Y * q.Y));
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var yaw = MathF.Asin(Math.Clamp(2 * (q.W * q.Y - q.Z * q.X), -1f, 1f));
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var roll = MathF.Atan2(2 * (q.W * q.Z + q.X * q.Y), 1 - 2 * (q.Y * q.Y + q.Z * q.Z));
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return new Vector3(pitch * 180f / MathF.PI, yaw * 180f / MathF.PI, roll * 180f / MathF.PI);
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}
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private static Quaternion FromEuler(Vector3 euler)
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{
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var rad = euler * MathF.PI / 180f;
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return Quaternion.CreateFromYawPitchRoll(rad.Y, rad.X, rad.Z);
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}
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public void Dispose()
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{
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if (_disposed) return;
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_disposed = true;
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if (_initialized)
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rlImGui.Shutdown();
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}
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}
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@@ -41,6 +41,11 @@ public sealed class RaylibRenderer : IRenderer
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private int _frameCount;
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private bool _disposed;
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/// <summary>
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/// ImGui editor layer. Accessible so the app can feed world/timing data.
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/// </summary>
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public ImGuiLayer? ImGuiLayer { get; set; }
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public RaylibRenderer()
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{
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_shader = LoadShader();
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@@ -120,6 +125,15 @@ public sealed class RaylibRenderer : IRenderer
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Raylib.DrawGrid(20, 1.0f);
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Raylib.EndMode3D();
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// ImGui renders on top of the 3D scene, before EndDrawing.
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if (ImGuiLayer != null)
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{
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ImGuiLayer.Begin();
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ImGuiLayer.RenderImGuiUI();
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ImGuiLayer.End();
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}
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Raylib.EndDrawing();
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// Defer the first screenshot by a few frames. Raylib may return a blank image
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