Merge remote-tracking branch 'origin/master' into 1.1
# Conflicts: # Source/Engine/Input/Input.cpp
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@@ -430,7 +430,7 @@ namespace FlaxEditor.Windows.Assets
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/// <summary>
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/// Gets the original asset. Note: <see cref="AssetEditorWindowBase{T}.Asset"/> is the cloned asset for local editing. Use <see cref="SaveToOriginal"/> to apply changes to the original asset.
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/// </summary>
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public T OriginalAsset => (T)FlaxEngine.Content.GetAsset(_item.ID);
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public T OriginalAsset => (T)FlaxEngine.Content.Load(_item.ID);
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/// <inheritdoc />
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protected ClonedAssetEditorWindowBase(Editor editor, AssetItem item)
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@@ -1004,7 +1004,7 @@ namespace FlaxEditor.Windows.Assets
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protected override void OnAssetLoaded()
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{
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_refreshOnLODsLoaded = true;
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_preview.ViewportCamera.SerArcBallView(Asset.GetBox());
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_preview.ViewportCamera.SetArcBallView(Asset.GetBox());
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UpdateEffectsOnAsset();
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// TODO: disable streaming for this model
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@@ -277,6 +277,7 @@ namespace FlaxEditor.Windows.Assets
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private readonly StagingTexture[] _stagingTextures = new StagingTexture[FrameLatency + 1];
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private RenderProgress _progress;
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private RenderEditorState _editorState;
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private GameWindow _gameWindow;
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public RenderOptions Options => _options;
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@@ -373,6 +374,9 @@ namespace FlaxEditor.Windows.Assets
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gameWin.Viewport.Task.PostRender += OnPostRender;
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if (!gameWin.Visible)
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gameWin.Show();
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else if (!gameWin.IsFocused)
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gameWin.Focus();
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_gameWindow = gameWin;
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_warmUpTimeLeft = _options.WarmUpTime;
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_animationFrame = 0;
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var stagingTextureDesc = GPUTextureDescription.New2D(resolution.X, resolution.Y, gameWin.Viewport.Task.Output.Format, GPUTextureFlags.None);
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@@ -385,6 +389,12 @@ namespace FlaxEditor.Windows.Assets
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_stagingTextures[i].TaskFrame = -1;
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}
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_player.Play();
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if (!_player.IsPlaying)
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{
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Editor.LogError("Scene Animation Player failed to start playing.");
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CancelRendering();
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return;
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}
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if (_warmUpTimeLeft > 0.0f)
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{
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// Start warmup time
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@@ -438,8 +448,11 @@ namespace FlaxEditor.Windows.Assets
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_stagingTextures[i].Texture.ReleaseGPU();
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Object.Destroy(ref _stagingTextures[i].Texture);
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}
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_progress.End();
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editor.ProgressReporting.UnregisterHandler(_progress);
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if (_progress != null)
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{
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_progress.End();
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editor.ProgressReporting.UnregisterHandler(_progress);
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}
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if (_editorState != null)
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{
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editor.StateMachine.GoToState(editor.StateMachine.EditingSceneState);
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@@ -452,6 +465,7 @@ namespace FlaxEditor.Windows.Assets
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gameWin.Viewport.BackgroundColor = Color.Transparent;
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gameWin.Viewport.KeepAspectRatio = false;
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gameWin.Viewport.Task.PostRender -= OnPostRender;
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_gameWindow = null;
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_isRendering = false;
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_presenter.Panel.Enabled = true;
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_presenter.BuildLayoutOnUpdate();
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@@ -467,6 +481,11 @@ namespace FlaxEditor.Windows.Assets
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{
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// Render first frame
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_player.Play();
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if (!_player.IsPlaying)
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{
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Editor.LogError("Scene Animation Player failed to start playing.");
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CancelRendering();
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}
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_warmUpTimeLeft = -1;
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_state = States.Render;
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}
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@@ -503,8 +522,7 @@ namespace FlaxEditor.Windows.Assets
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private void OnPostRender(GPUContext context, RenderContext renderContext)
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{
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var gameWin = Editor.Instance.Windows.GameWin;
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var task = gameWin.Viewport.Task;
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var task = _gameWindow.Viewport.Task;
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var taskFrame = task.FrameCount;
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// Check all staging textures for finished GPU to CPU transfers
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@@ -540,7 +558,7 @@ namespace FlaxEditor.Windows.Assets
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ref var stagingTexture = ref _stagingTextures[textureIdx];
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stagingTexture.AnimationFrame = _animationFrame;
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stagingTexture.TaskFrame = taskFrame;
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_options.VideoOutputFormat.RenderFrame(context, ref stagingTexture, _options, gameWin.Viewport.Task.Output);
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_options.VideoOutputFormat.RenderFrame(context, ref stagingTexture, _options, _gameWindow.Viewport.Task.Output);
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// Now wait for the next animation frame to be updated
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_state = States.Update;
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@@ -1097,7 +1097,7 @@ namespace FlaxEditor.Windows.Assets
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protected override void OnAssetLoaded()
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{
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_refreshOnLODsLoaded = true;
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_preview.ViewportCamera.SerArcBallView(Asset.GetBox());
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_preview.ViewportCamera.SetArcBallView(Asset.GetBox());
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UpdateEffectsOnAsset();
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// TODO: disable streaming for this model
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