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FEEditorPreviewManager.cpp
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536 lines (426 loc) · 20.4 KB
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#include "FEEditorPreviewManager.h"
#include "FEEditor.h"
using namespace FocalEngine;
FEEditorPreviewManager::FEEditorPreviewManager() {}
FEEditorPreviewManager::~FEEditorPreviewManager() {}
glm::vec4 FEEditorPreviewManager::OriginalClearColor = glm::vec4();
FETransformComponent FEEditorPreviewManager::OriginalTransform = FETransformComponent();
void FEEditorPreviewManager::InitializeResources()
{
PreviewScene = SCENE_MANAGER.CreateScene("EditorPreviewScene", "", FESceneFlag::Active);
RESOURCE_MANAGER.SetTag(PreviewScene, EDITOR_RESOURCE_TAG);
PreviewGameModel = new FEGameModel(nullptr, nullptr, "editorPreviewGameModel");
MeshPreviewMaterial = RESOURCE_MANAGER.CreateMaterial("meshPreviewMaterial");
RESOURCE_MANAGER.SetTag(MeshPreviewMaterial, EDITOR_RESOURCE_TAG);
MeshPreviewMaterial->Shader = RESOURCE_MANAGER.CreateShader("FEMeshPreviewShader", RESOURCE_MANAGER.LoadGLSL("Resources//Materials//FE_MeshPreview_VS.glsl").c_str(),
RESOURCE_MANAGER.LoadGLSL("Resources//Materials//FE_MeshPreview_FS.glsl").c_str(),
nullptr,
nullptr,
nullptr,
nullptr,
"607A53601357077F03770357"/*"FEMeshPreviewShader"*/);
RESOURCE_MANAGER.SetTag(MeshPreviewMaterial->Shader, EDITOR_RESOURCE_TAG);
PreviewEntity = PreviewScene->CreateEntity("EditorPreviewEntity");
PreviewEntity->AddComponent<FEGameModelComponent>(PreviewGameModel);
PreviewEntity->GetComponent<FEGameModelComponent>().SetVisibility(true);
RESOURCE_MANAGER.SetTag(PreviewEntity, EDITOR_RESOURCE_TAG);
LocalCameraEntity = PreviewScene->CreateEntity("EditorPreview CameraEntity");
LocalCameraEntity->AddComponent<FECameraComponent>();
FECameraComponent& CameraComponent = LocalCameraEntity->GetComponent<FECameraComponent>();
CameraComponent.TryToSetViewportSize(128, 128);
CameraComponent.SetDistanceFogEnabled(false);
CAMERA_SYSTEM.SetMainCamera(LocalCameraEntity);
LocalSunEntity = PreviewScene->CreateEntity("EditorPreview LightEntity");
LocalSunEntity->AddComponent<FELightComponent>(FE_DIRECTIONAL_LIGHT);
FELightComponent& LightComponent = LocalSunEntity->GetComponent<FELightComponent>();
LocalSunEntity->GetComponent<FETransformComponent>().SetRotation(glm::vec3(-40.0f, 10.0f, 0.0f));
LightComponent.SetIntensity(10.0f);
LightComponent.SetCastShadows(false);
FEEntity* SkyDome = PreviewScene->CreateEntity("SkyDome");
SkyDome->GetComponent<FETransformComponent>().SetScale(glm::vec3(150.0f));
SkyDome->AddComponent<FESkyDomeComponent>();
PreviewScene->SetFlag(FESceneFlag::Active | FESceneFlag::Renderable, false);
PreviewScene->SetFlag(FESceneFlag::EditorMode, true);
}
void FEEditorPreviewManager::UpdateAll()
{
Clear();
const std::vector<std::string> MeshList = RESOURCE_MANAGER.GetMeshIDList();
for (size_t i = 0; i < MeshList.size(); i++)
{
CreateMeshPreview(MeshList[i]);
}
const std::vector<std::string> MaterialList = RESOURCE_MANAGER.GetMaterialIDList();
for (size_t i = 0; i < MaterialList.size(); i++)
{
FEObject* CurrentMaterial = OBJECT_MANAGER.GetFEObject(MaterialList[i]);
if (CurrentMaterial->GetTag() != EDITOR_RESOURCE_TAG)
CreateMaterialPreview(MaterialList[i]);
}
const std::vector<std::string> GameModelList = RESOURCE_MANAGER.GetGameModelIDList();
for (size_t i = 0; i < GameModelList.size(); i++)
{
FEObject* CurrentGameModel = OBJECT_MANAGER.GetFEObject(GameModelList[i]);
if (CurrentGameModel->GetTag() != EDITOR_RESOURCE_TAG)
CreateGameModelPreview(GameModelList[i]);
}
}
void FEEditorPreviewManager::BeforePreviewActions()
{
PreviewScene->SetFlag(FESceneFlag::Active | FESceneFlag::Renderable, true);
// The transform impacts the AABB. Therefore, the necessary values must be set prior to any calculations.
PreviewEntity->GetComponent<FETransformComponent>().SetPosition(glm::vec3(0.0, 0.0, 0.0));
PreviewEntity->GetComponent<FETransformComponent>().SetScale(glm::vec3(1.0, 1.0, 1.0));
PreviewEntity->GetComponent<FETransformComponent>().SetRotation(glm::vec3(15.0, -15.0, 0.0));
}
void FEEditorPreviewManager::AfterPreviewActions()
{
PreviewScene->SetFlag(FESceneFlag::Active | FESceneFlag::Renderable, false);
PreviewGameModel->Mesh = nullptr;
PreviewGameModel->Material = nullptr;
}
void FEEditorPreviewManager::CreateMeshPreview(const std::string MeshID)
{
FEMesh* PreviewMesh = RESOURCE_MANAGER.GetMesh(MeshID);
if (PreviewMesh == nullptr)
return;
PreviewGameModel->Mesh = PreviewMesh;
PreviewGameModel->Material = MeshPreviewMaterial;
BeforePreviewActions();
FEAABB MeshAABB = PreviewEntity->GetComponent<FEGameModelComponent>().GetGameModel()->Mesh->GetAABB();
MeshAABB.Transform(PreviewEntity->GetComponent<FETransformComponent>().GetWorldMatrix());
const glm::vec3 Min = MeshAABB.GetMin();
const glm::vec3 Max = MeshAABB.GetMax();
const float XSize = sqrt((Max.x - Min.x) * (Max.x - Min.x));
const float YSize = sqrt((Max.y - Min.y) * (Max.y - Min.y));
const float ZSize = sqrt((Max.z - Min.z) * (Max.z - Min.z));
// Invert center point to get required translation vector for centering mesh at origin
PreviewEntity->GetComponent<FETransformComponent>().SetPosition(-glm::vec3(Max.x - XSize / 2.0f, Max.y - YSize / 2.0f, Max.z - ZSize / 2.0f));
LocalCameraEntity->GetComponent<FETransformComponent>().SetPosition(glm::vec3(0.0, 0.0, std::max(std::max(XSize, YSize), ZSize) * 1.75f));
CAMERA_SYSTEM.IndividualUpdate(LocalCameraEntity, 0.0);
RENDERER.Render(PreviewScene);
AfterPreviewActions();
// if we are updating preview we should delete old texture.
if (MeshPreviewTextures.find(MeshID) != MeshPreviewTextures.end())
delete MeshPreviewTextures[MeshID];
FETexture* CameraResult = RENDERER.GetCameraResult(LocalCameraEntity);
if (CameraResult != nullptr)
MeshPreviewTextures[MeshID] = RESOURCE_MANAGER.CreateCopyOfTexture(CameraResult);
}
FETexture* FEEditorPreviewManager::GetMeshPreview(const std::string MeshID)
{
// if mesh's dirty flag is set we need to update preview
if (RESOURCE_MANAGER.GetMesh(MeshID)->IsDirty())
{
CreateMeshPreview(MeshID);
// if some game model uses this mesh we should also update its preview
const std::vector<std::string> GameModelList = RESOURCE_MANAGER.GetGameModelIDList();
for (size_t i = 0; i < GameModelList.size(); i++)
{
const FEGameModel* CurrentGameModel = RESOURCE_MANAGER.GetGameModel(GameModelList[i]);
if (CurrentGameModel->Mesh == RESOURCE_MANAGER.GetMesh(MeshID))
CreateGameModelPreview(CurrentGameModel->GetObjectID());
}
RESOURCE_MANAGER.GetMesh(MeshID)->SetDirtyFlag(false);
}
// if we somehow could not find preview, we will create it.
if (MeshPreviewTextures.find(MeshID) == MeshPreviewTextures.end())
CreateMeshPreview(MeshID);
// if still we don't have it
if (MeshPreviewTextures.find(MeshID) == MeshPreviewTextures.end())
return RESOURCE_MANAGER.NoTexture;
return MeshPreviewTextures[MeshID];
}
void FEEditorPreviewManager::CreateMaterialPreview(const std::string MaterialID)
{
FEMaterial* PreviewMaterial = RESOURCE_MANAGER.GetMaterial(MaterialID);
if (PreviewMaterial == nullptr)
return;
PreviewGameModel->Mesh = RESOURCE_MANAGER.GetMesh("7F251E3E0D08013E3579315F"/*"sphere"*/);
PreviewGameModel->Material = PreviewMaterial;
PreviewEntity->GetComponent<FEGameModelComponent>().SetReceivingShadows(false);
BeforePreviewActions();
LocalCameraEntity->GetComponent<FETransformComponent>().SetPosition(glm::vec3(0.0, 0.0, 50.0f));
CAMERA_SYSTEM.IndividualUpdate(LocalCameraEntity, 0.0);
RENDERER.Render(PreviewScene);
AfterPreviewActions();
// if we are updating preview we should delete old texture.
if (MaterialPreviewTextures.find(MaterialID) != MaterialPreviewTextures.end())
delete MaterialPreviewTextures[MaterialID];
FETexture* CameraResult = RENDERER.GetCameraResult(LocalCameraEntity);
if (CameraResult != nullptr)
{
MaterialPreviewTextures[MaterialID] = RESOURCE_MANAGER.CreateCopyOfTexture(CameraResult);
}
// Looking for all gameModels that uses this material to also update them.
const std::vector<std::string> GameModelList = RESOURCE_MANAGER.GetGameModelIDList();
for (size_t i = 0; i < GameModelList.size(); i++)
{
const FEGameModel* CurrentGameModel = RESOURCE_MANAGER.GetGameModel(GameModelList[i]);
if (CurrentGameModel->Material == PreviewMaterial && CurrentGameModel != PreviewGameModel)
CreateGameModelPreview(CurrentGameModel->GetObjectID());
}
// Looking for all prefabs that uses this material to also update them.
const std::vector<std::string> PrefabList = RESOURCE_MANAGER.GetPrefabIDList();
for (size_t i = 0; i < PrefabList.size(); i++)
{
FEPrefab* CurrentPrefab = RESOURCE_MANAGER.GetPrefab(PrefabList[i]);
if (CurrentPrefab->IsUsingMaterial(MaterialID))
CreatePrefabPreview(CurrentPrefab->GetObjectID());
}
}
FETexture* FEEditorPreviewManager::GetMaterialPreview(const std::string MaterialID)
{
// if material's dirty flag is set we need to update preview
if (RESOURCE_MANAGER.GetMaterial(MaterialID)->IsDirty())
{
CreateMaterialPreview(MaterialID);
// if some game model uses this material we should also update its preview
const std::vector<std::string> GameModelList = RESOURCE_MANAGER.GetGameModelIDList();
for (size_t i = 0; i < GameModelList.size(); i++)
{
const FEGameModel* CurrentGameModel = RESOURCE_MANAGER.GetGameModel(GameModelList[i]);
if (CurrentGameModel->Material == RESOURCE_MANAGER.GetMaterial(MaterialID))
{
CreateGameModelPreview(CurrentGameModel->GetObjectID());
// If some Prefab uses this game model we should also update its preview.
std::vector<std::string> PrefabList = RESOURCE_MANAGER.GetPrefabIDList();
for (size_t j = 0; j < PrefabList.size(); j++)
{
FEPrefab* CurrentPrefab = RESOURCE_MANAGER.GetPrefab(PrefabList[j]);
if (CurrentPrefab->IsUsingGameModel(CurrentGameModel->GetObjectID()))
CreatePrefabPreview(CurrentPrefab->GetObjectID());
}
}
}
RESOURCE_MANAGER.GetMaterial(MaterialID)->SetDirtyFlag(false);
}
// if we somehow could not find preview, we will create it.
if (MaterialPreviewTextures.find(MaterialID) == MaterialPreviewTextures.end())
CreateMaterialPreview(MaterialID);
// if still we don't have it
if (MaterialPreviewTextures.find(MaterialID) == MaterialPreviewTextures.end())
return RESOURCE_MANAGER.NoTexture;
return MaterialPreviewTextures[MaterialID];
}
void FEEditorPreviewManager::CreateGameModelPreview(const std::string GameModelID)
{
const FEGameModel* GameModel = RESOURCE_MANAGER.GetGameModel(GameModelID);
if (GameModel == nullptr || GameModel->Mesh == nullptr || GameModel->Material == nullptr)
return;
PreviewGameModel->Mesh = GameModel->Mesh;
PreviewGameModel->Material = GameModel->Material;
PreviewEntity->GetComponent<FEGameModelComponent>().SetReceivingShadows(false);
BeforePreviewActions();
FEAABB MeshAABB = PreviewEntity->GetComponent<FEGameModelComponent>().GetGameModel()->Mesh->GetAABB();
MeshAABB.Transform(PreviewEntity->GetComponent<FETransformComponent>().GetWorldMatrix());
const glm::vec3 min = MeshAABB.GetMin();
const glm::vec3 max = MeshAABB.GetMax();
const float XSize = sqrt((max.x - min.x) * (max.x - min.x));
const float YSize = sqrt((max.y - min.y) * (max.y - min.y));
const float ZSize = sqrt((max.z - min.z) * (max.z - min.z));
// Invert center point to get required translation vector for centering mesh at origin
PreviewEntity->GetComponent<FETransformComponent>().SetPosition(-glm::vec3(max.x - XSize / 2.0f, max.y - YSize / 2.0f, max.z - ZSize / 2.0f));
LocalCameraEntity->GetComponent<FETransformComponent>().SetPosition(glm::vec3(0.0, 0.0, std::max(std::max(XSize, YSize), ZSize) * 1.75f));
CAMERA_SYSTEM.IndividualUpdate(LocalCameraEntity, 0.0);
RENDERER.Render(PreviewScene);
AfterPreviewActions();
// if we are updating preview we should delete old texture.
if (GameModelPreviewTextures.find(GameModelID) != GameModelPreviewTextures.end())
delete GameModelPreviewTextures[GameModelID];
FETexture* CameraResult = RENDERER.GetCameraResult(LocalCameraEntity);
if (CameraResult != nullptr)
GameModelPreviewTextures[GameModelID] = RESOURCE_MANAGER.CreateCopyOfTexture(CameraResult);
}
void FEEditorPreviewManager::CreateGameModelPreview(const FEGameModel* GameModel, FETexture** ResultingTexture)
{
if (GameModel == nullptr)
return;
PreviewGameModel->Mesh = GameModel->Mesh;
PreviewGameModel->Material = GameModel->Material;
PreviewEntity->GetComponent<FEGameModelComponent>().SetReceivingShadows(false);
BeforePreviewActions();
FEAABB MeshAABB = PreviewEntity->GetComponent<FEGameModelComponent>().GetGameModel()->Mesh->GetAABB();
MeshAABB.Transform(PreviewEntity->GetComponent<FETransformComponent>().GetWorldMatrix());
const glm::vec3 min = MeshAABB.GetMin();
const glm::vec3 max = MeshAABB.GetMax();
const float XSize = sqrt((max.x - min.x) * (max.x - min.x));
const float YSize = sqrt((max.y - min.y) * (max.y - min.y));
const float ZSize = sqrt((max.z - min.z) * (max.z - min.z));
// Invert center point to get required translation vector for centering mesh at origin
PreviewEntity->GetComponent<FETransformComponent>().SetPosition(-glm::vec3(max.x - XSize / 2.0f, max.y - YSize / 2.0f, max.z - ZSize / 2.0f));
LocalCameraEntity->GetComponent<FETransformComponent>().SetPosition(glm::vec3(0.0, 0.0, std::max(std::max(XSize, YSize), ZSize) * 1.75f));
CAMERA_SYSTEM.IndividualUpdate(LocalCameraEntity, 0.0);
RENDERER.Render(PreviewScene);
AfterPreviewActions();
FETexture* CameraResult = RENDERER.GetCameraResult(LocalCameraEntity);
if (CameraResult != nullptr)
*ResultingTexture = RESOURCE_MANAGER.CreateCopyOfTexture(CameraResult);
}
FETexture* FEEditorPreviewManager::GetGameModelPreview(const std::string GameModelID)
{
if (RESOURCE_MANAGER.GetGameModel(GameModelID) == nullptr)
{
LOG.Add("FEEditorPreviewManager::GetGameModelPreview could not find game model with ID: " + GameModelID, "FE_LOG_RENDERING", FE_LOG_ERROR);
return RESOURCE_MANAGER.NoTexture;
}
// if game model's dirty flag is set we need to update preview
if (RESOURCE_MANAGER.GetGameModel(GameModelID)->IsDirty())
{
CreateGameModelPreview(GameModelID);
RESOURCE_MANAGER.GetGameModel(GameModelID)->SetDirtyFlag(false);
}
// if game model's material dirty flag is set we need to update preview
if (RESOURCE_MANAGER.GetGameModel(GameModelID)->GetMaterial() != nullptr && RESOURCE_MANAGER.GetGameModel(GameModelID)->GetMaterial()->IsDirty())
{
CreateMaterialPreview(RESOURCE_MANAGER.GetGameModel(GameModelID)->GetMaterial()->GetObjectID());
// This material could use muiltiple GM so we should update all GMs.
UpdateAllGameModelPreviews();
RESOURCE_MANAGER.GetGameModel(GameModelID)->GetMaterial()->SetDirtyFlag(false);
//createGameModelPreview(gameModelID);
}
// if we somehow could not find preview, we will create it.
if (GameModelPreviewTextures.find(GameModelID) == GameModelPreviewTextures.end())
CreateGameModelPreview(GameModelID);
// if still we don't have it
if (GameModelPreviewTextures.find(GameModelID) == GameModelPreviewTextures.end())
return RESOURCE_MANAGER.NoTexture;
return GameModelPreviewTextures[GameModelID];
}
void FEEditorPreviewManager::UpdateAllGameModelPreviews()
{
// Getting list of all game models.
const auto GameModelsList = RESOURCE_MANAGER.GetGameModelIDList();
for (size_t i = 0; i < GameModelsList.size(); i++)
{
CreateGameModelPreview(GameModelsList[i]);
}
}
void FEEditorPreviewManager::CreatePrefabPreview(const std::string PrefabID)
{
FEPrefab* Prefab = RESOURCE_MANAGER.GetPrefab(PrefabID);
if (Prefab == nullptr || Prefab->GetScene() == nullptr)
return;
FEScene* CurrentPrefabScene = SCENE_MANAGER.DuplicateScene(Prefab->GetScene(), "Scene: " + Prefab->GetName(), nullptr, FESceneFlag::Active);
// Because by default camera is looking at 0,0,0 we need to place "empty" entity at 0,0,0.
// To ensure that scene AABB would include some entity at 0,0,0.
CurrentPrefabScene->CreateEntity("Empty entity");
FEAABB SceneAABB = CurrentPrefabScene->GetSceneAABB([](FEEntity* Entity) -> bool {
if (Entity->GetTag() == EDITOR_RESOURCE_TAG)
return false;
if (Entity->HasComponent<FESkyDomeComponent>())
return false;
if (Entity->HasComponent<FECameraComponent>())
return false;
return true;
});
FEEntity* Camera = CurrentPrefabScene->CreateEntity("Prefab scene camera");
RESOURCE_MANAGER.SetTag(Camera, EDITOR_RESOURCE_TAG);
Camera->AddComponent<FECameraComponent>();
Camera->GetComponent<FETransformComponent>().SetPosition(glm::vec3(0.0, 0.0, SceneAABB.GetLongestAxisLength() * 2));
FECameraComponent& CameraComponent = Camera->GetComponent<FECameraComponent>();
CameraComponent.TryToSetViewportSize(128, 128);
CameraComponent.SetDistanceFogEnabled(false);
CameraComponent.SetSSAOEnabled(false);
CAMERA_SYSTEM.SetMainCamera(Camera);
// To make sure that next scene FEAABB calculation will include correct camera position.
CAMERA_SYSTEM.IndividualUpdate(Camera, 0.0);
FEEntity* SkyDomeEntity = CurrentPrefabScene->CreateEntity("Prefab scene skydome");
RESOURCE_MANAGER.SetTag(SkyDomeEntity, EDITOR_RESOURCE_TAG);
SkyDomeEntity->GetComponent<FETransformComponent>().SetScale(glm::vec3(100.0f));
SkyDomeEntity->AddComponent<FESkyDomeComponent>();
FEEntity* LightEntity = CurrentPrefabScene->CreateEntity("Prefab scene light");
RESOURCE_MANAGER.SetTag(LightEntity, EDITOR_RESOURCE_TAG);
LightEntity->AddComponent<FELightComponent>(FE_DIRECTIONAL_LIGHT);
FELightComponent& LightComponent = LightEntity->GetComponent<FELightComponent>();
LightEntity->GetComponent<FETransformComponent>().SetRotation(glm::vec3(-40.0f, 10.0f, 0.0f));
LightComponent.SetIntensity(4.3f);
SceneAABB = CurrentPrefabScene->GetSceneAABB([](FEEntity* Entity) -> bool {
if (Entity->GetTag() == EDITOR_RESOURCE_TAG && !Entity->HasComponent<FECameraComponent>())
return false;
if (Entity->HasComponent<FESkyDomeComponent>())
return false;
return true;
});
LightComponent.SetShadowCoverage(SceneAABB.GetLongestAxisLength() * 2);
LightComponent.SetCastShadows(true);
RENDERER.Render(CurrentPrefabScene);
// If we are updating preview we should delete old texture.
if (PrefabPreviewTextures.find(PrefabID) != PrefabPreviewTextures.end())
delete PrefabPreviewTextures[PrefabID];
FETexture* CameraResult = RENDERER.GetCameraResult(Camera);
if (CameraResult != nullptr)
PrefabPreviewTextures[PrefabID] = RESOURCE_MANAGER.CreateCopyOfTexture(CameraResult);
SCENE_MANAGER.DeleteScene(CurrentPrefabScene);
}
void CreatePrefabPreview(FEPrefab* Prefab, FETexture** ResultingTexture)
{
}
FETexture* FEEditorPreviewManager::GetPrefabPreview(const std::string PrefabID)
{
FEPrefab* CurrentPrefab = RESOURCE_MANAGER.GetPrefab(PrefabID);
if (CurrentPrefab == nullptr)
{
LOG.Add("FEEditorPreviewManager::GetPrefabPreview could not find prefab with ID: " + PrefabID, "FE_LOG_RENDERING", FE_LOG_ERROR);
return RESOURCE_MANAGER.NoTexture;
}
// If Prefab's dirty flag is set we need to update preview.
if (CurrentPrefab->IsDirty())
{
CreatePrefabPreview(PrefabID);
CurrentPrefab->SetDirtyFlag(false);
}
// If we somehow could not find preview, we will create it.
if (PrefabPreviewTextures.find(PrefabID) == PrefabPreviewTextures.end())
CreatePrefabPreview(PrefabID);
// If still we don't have it
if (PrefabPreviewTextures.find(PrefabID) == PrefabPreviewTextures.end())
return RESOURCE_MANAGER.NoTexture;
return PrefabPreviewTextures[PrefabID];
}
void FEEditorPreviewManager::Clear()
{
auto MeshIterator = MeshPreviewTextures.begin();
while (MeshIterator != MeshPreviewTextures.end())
{
delete MeshIterator->second;
MeshIterator++;
}
MeshPreviewTextures.clear();
auto MaterialIterator = MaterialPreviewTextures.begin();
while (MaterialIterator != MaterialPreviewTextures.end())
{
delete MaterialIterator->second;
MaterialIterator++;
}
MaterialPreviewTextures.clear();
auto GameModelIterator = GameModelPreviewTextures.begin();
while (GameModelIterator != GameModelPreviewTextures.end())
{
delete GameModelIterator->second;
GameModelIterator++;
}
GameModelPreviewTextures.clear();
}
FETexture* FEEditorPreviewManager::GetPreview(FEObject* Object)
{
switch (Object->GetType())
{
case FE_TEXTURE:
return reinterpret_cast<FETexture*>(Object);
case FE_MESH:
return GetMeshPreview(Object->GetObjectID());
case FE_MATERIAL:
return GetMaterialPreview(Object->GetObjectID());
case FE_GAMEMODEL:
return GetGameModelPreview(Object->GetObjectID());
case FE_PREFAB:
return GetPrefabPreview(Object->GetObjectID());
default:
return RESOURCE_MANAGER.NoTexture;
}
}
FETexture* FEEditorPreviewManager::GetPreview(const std::string ObjectID)
{
return GetPreview(OBJECT_MANAGER.GetFEObject(ObjectID));
}