Skip to content
Merged
Show file tree
Hide file tree
Changes from all commits
Commits
Show all changes
47 commits
Select commit Hold shift + click to select a range
660a06a
Switched to the dev branch of the engine; Made numerous naming change…
Azzinoth Jun 3, 2024
6ded99b
Updated FEBasicApplication and Visual Node System; Made changes to ac…
Azzinoth Jun 16, 2024
272fd90
Updated FocalEngine; Made adjustments to incorporate the engine update.
Azzinoth Jun 18, 2024
05e471e
Added temporary code to facilitate performance profiling; Moved log r…
Azzinoth Jun 19, 2024
d9ceba8
Engine update.
Azzinoth Jun 20, 2024
bf5997e
Engine update; In FEEditor::ShowTransformConfiguration, the transform…
Azzinoth Jun 20, 2024
1a7324e
Engine update; Added support for the engine scene transform hierarchy…
Azzinoth Jun 21, 2024
8e48e4a
Moved the RaysIntersection function from GizmoManager to the engine's…
Azzinoth Jun 23, 2024
be1eca4
Updated FocalEngine; Made adjustments due to the engine update.
Azzinoth Jun 24, 2024
9ce177d
Engine update.
Azzinoth Jun 25, 2024
41d2d16
Engine update; Implemented a temporary hack to allow selection of sce…
Azzinoth Jun 28, 2024
5081e1a
Engine update and first changes to incorporate EnTT as Entity compone…
Azzinoth Jul 1, 2024
dc96441
Another iteration on moving to ECS.
Azzinoth Jul 2, 2024
0f51264
Facilitated engine update related to ECS.
Azzinoth Jul 2, 2024
28b4b29
Engine update; Made changes to accommodate new aspects of ECS.
Azzinoth Jul 5, 2024
5c1a0e1
Engine update; Further transitioned to ECS; Deleted the old LoadScene…
Azzinoth Jul 8, 2024
b37569b
Engine update; Made additional changes due to the engine update; Adde…
Azzinoth Jul 11, 2024
dfc204a
Engine update; Cleaned up old code from FEEditorGizmoManager; Added s…
Azzinoth Jul 12, 2024
9792615
Engine update.
Azzinoth Jul 15, 2024
edfc19b
Engine update; Adjustments made due to engine ECS subsystem updates; …
Azzinoth Jul 19, 2024
f8c0376
Engine update.
Azzinoth Jul 19, 2024
d012b7b
Engine update; Adjustments made due to the introduction of the new ca…
Azzinoth Jul 22, 2024
a17a3d8
Engine update; Major overhaul of the editor due to changes in the eng…
Azzinoth Jul 30, 2024
bffa09e
Each scene window now has a unique ID for ImGui to render it properly…
Azzinoth Jul 30, 2024
9cc6e39
Engine update.
Azzinoth Jul 31, 2024
c9ac168
Engine update; Improved organization of EditorScenes; Adjusted SceneW…
Azzinoth Aug 2, 2024
2a69e28
Engine update; Introduced FEEditorSceneWindow class as a base class f…
Azzinoth Aug 4, 2024
6184afe
Engine update; ID information will now appear in a content browser to…
Azzinoth Aug 5, 2024
d5dbce1
Engine update; Shifted from using RESOURCE_MANAGER.Make____Standard t…
Azzinoth Aug 11, 2024
bba951e
Engine update; Fixed an issue where engine and editor internal resour…
Azzinoth Aug 15, 2024
f630dc9
Engine update; Users can now add more components using the inspector …
Azzinoth Aug 17, 2024
b965125
Engine update with a new native script system; VisualNodeSystem updat…
Azzinoth Sep 1, 2024
d88301b
Engine Update; Selected objects are now stored as IDs to eliminate er…
Azzinoth Sep 8, 2024
a249a6e
FEProject was refactored into three separate classes: FEProject, FEPr…
Azzinoth Sep 28, 2024
d5fbebc
Engine update; Moved FENativeScriptProject to the engine, as its func…
Azzinoth Oct 14, 2024
3058cd2
Engine update and changes to accommodate these updates; Users can now…
Azzinoth Oct 21, 2024
70ad88b
Updated the engine; Moved text replacement functionality from FEProje…
Azzinoth Oct 28, 2024
0e361c1
Adjustments made to align with Focal Engine updates related to shader…
Azzinoth Nov 1, 2024
84c8f84
FocalEngine update; VisualNodeSystem update; Fixed grammar in comment…
Azzinoth Nov 22, 2024
37bb495
FocalEngine update; Repurposed the Effects window as the Editor Camer…
Azzinoth Jan 6, 2025
255fa96
Updated engine; Inspector window will no longer re-render the scene f…
Azzinoth Feb 24, 2025
29dba85
Engine update; Removed unused code and variables; Addressed some FIX …
Azzinoth Feb 26, 2025
3987064
Engine update; Added UI for the mesh export option.
Azzinoth Feb 28, 2025
15fcbed
Engine update; README update.
Azzinoth Mar 5, 2025
488f43c
Further README refinements.
Azzinoth Mar 6, 2025
847f836
Engine update.
Azzinoth Mar 6, 2025
c840466
Merge pull request #1 from Azzinoth/ECS
Azzinoth Mar 6, 2025
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
3 changes: 2 additions & 1 deletion .gitignore
Original file line number Diff line number Diff line change
Expand Up @@ -22,4 +22,5 @@ cmake_install.cmake
Debug/
Release/
.vs/
CMakeFiles/
CMakeFiles/
BuildProjects_Temporary/
209 changes: 166 additions & 43 deletions CMakeLists.txt
Original file line number Diff line number Diff line change
Expand Up @@ -12,16 +12,62 @@ project(FocalEngineEditor)
set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON)

set(CMAKE_CXX_FLAGS_DEBUG "/MP /ZI /W3 /Od /MDd /JMC /sdl /FC /D IMGUI_IMPL_OPENGL_LOADER_GLEW /D WIN32 /D _WINDOWS /D _DEBUG /D FE_DEBUG_ENABLED")
set(CMAKE_CXX_FLAGS_RELEASE "/MP /W3 /O2 /Oi /Gy /sdl /FC /GL /OPT:REF /OPT:ICF /D IMGUI_IMPL_OPENGL_LOADER_GLEW /D NDEBUG /D WIN32 /D _WINDOWS")
# Set compiler flags based on USE_STATIC_RUNTIME
if(MSVC)
# Disable C4251 warning
add_compile_options(/wd4251)

if(USE_STATIC_RUNTIME)
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /MTd")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /MT")
set(VISUAL_NODE_SYSTEM_USE_STATIC_RUNTIME ON CACHE BOOL "Use static runtime (/MT) instead of dynamic (/MD) for VisualNodeSystem" FORCE)
else()
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /MDd")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /MD")
set(VISUAL_NODE_SYSTEM_USE_STATIC_RUNTIME OFF CACHE BOOL "Use static runtime (/MT) instead of dynamic (/MD) for VisualNodeSystem" FORCE)
endif()

# Always add /MP for multi-processor compilation
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /MP")
endif()

set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} /ZI /W3 /Od /JMC /sdl /FC /D IMGUI_IMPL_OPENGL_LOADER_GLEW /D WIN32 /D _WINDOWS /D _DEBUG /D FE_DEBUG_ENABLED")
set(CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE} /W3 /O2 /Oi /Gy /sdl /FC /GL /OPT:REF /OPT:ICF /D IMGUI_IMPL_OPENGL_LOADER_GLEW /D NDEBUG /D WIN32 /D _WINDOWS")

# Turn on the ability to create folders to organize projects (.vcproj)
# It creates "CMakePredefinedTargets" folder by default and adds CMake
# defined projects like INSTALL.vcproj and ZERO_CHECK.vcproj
set_property(GLOBAL PROPERTY USE_FOLDERS ON)

# Force your path to Dear ImGui
# Editor should be built with these options
set(BUILD_SHARED_LIBS ON CACHE BOOL "Build FEBasicApplication as a shared library" FORCE)
set(USE_STATIC_RUNTIME OFF CACHE BOOL "Use static runtime (/MT) instead of dynamic (/MD)" FORCE)

# Set up Visual node system
set(DEAR_IMGUI_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/SubSystems/FocalEngine/SubSystems/FEBasicApplication/ThirdParty/imgui CACHE PATH "Path to Dear ImGui directory." FORCE)
if(BUILD_SHARED_LIBS)
set(VISUAL_NODE_SYSTEM_BUILD_SHARED_LIBS ON CACHE BOOL "Build VisualNodeSystem as a shared library" FORCE)
# Set options for VisualNodeSystem
set(VISUAL_NODE_SYSTEM_USE_EXTERNAL_IMGUI ON CACHE BOOL "Use external ImGui from FEBasicApplication" FORCE)
set(EXTERNAL_IMGUI_LIBRARY FEBasicApplication CACHE FILEPATH "Path to external ImGui library" FORCE)

if(USE_STATIC_RUNTIME)
message(WARNING "Building a shared library with static runtime is uncommon and may lead to issues.")
set(VISUAL_NODE_SYSTEM_GLFW_LIBRARY ${CMAKE_CURRENT_SOURCE_DIR}/SubSystems/FocalEngine/SubSystems/FEBasicApplication/ThirdParty/GLFW/lib/x64/glfw3_mt.lib CACHE PATH "Path to GLFW library." FORCE)
else()
set(VISUAL_NODE_SYSTEM_GLFW_LIBRARY ${CMAKE_CURRENT_SOURCE_DIR}/SubSystems/FocalEngine/SubSystems/FEBasicApplication/ThirdParty/GLFW/lib/x64/glfw3dll.lib CACHE PATH "Path to GLFW library." FORCE)
endif()

set(VISUAL_NODE_SYSTEM_GLFW_INCLUDE_DIR ${CMAKE_CURRENT_SOURCE_DIR}/SubSystems/FocalEngine/SubSystems/FEBasicApplication/ThirdParty/ CACHE PATH "Path to GLFW include directory.")
else()
set(VISUAL_NODE_SYSTEM_BUILD_SHARED_LIBS OFF CACHE BOOL "Build VisualNodeSystem as a shared library" FORCE)

if(USE_STATIC_RUNTIME)
set(VISUAL_NODE_SYSTEM_GLFW_LIBRARY ${CMAKE_CURRENT_SOURCE_DIR}/SubSystems/FocalEngine/SubSystems/FEBasicApplication/ThirdParty/GLFW/lib/x64/glfw3_mt.lib CACHE PATH "Path to GLFW library." FORCE)
else()
set(VISUAL_NODE_SYSTEM_GLFW_LIBRARY ${CMAKE_CURRENT_SOURCE_DIR}/SubSystems/FocalEngine/SubSystems/FEBasicApplication/ThirdParty/GLFW/lib/x64/glfw3.lib CACHE PATH "Path to GLFW library." FORCE)
endif()
endif()

if(NOT TARGET VisualNodeSystem)
add_subdirectory(SubSystems/NodeSystem/VisualNodeSystem)
Expand All @@ -31,6 +77,15 @@ if(NOT TARGET FocalEngine)
add_subdirectory(SubSystems/FocalEngine)
endif()

if(USE_STATIC_RUNTIME)
# Add standard FocalEngine native scripts
# TODO: This should be done in the FocalEngine project, or make it simpler to add it user projects
file(GLOB Unpacked_NativeScript_2B7956623302254F620A675F_SRC
"SubSystems/FocalEngine/Resources/UserScriptsData/ExtractedScriptModules/2B7956623302254F620A675F/FirstScript.h"
"SubSystems/FocalEngine/Resources/UserScriptsData/ExtractedScriptModules/2B7956623302254F620A675F/FirstScript.cpp"
)
endif()

# Extract the relative path of the engine folder
file(RELATIVE_PATH RELATIVE_PATH_TO_ENGINE_FOLDER "${CMAKE_CURRENT_SOURCE_DIR}" "${ENGINE_FOLDER}")
# We need to re-configure the Config.h file for the engine
Expand All @@ -40,56 +95,83 @@ set(ENGINE_FOLDER "${RELATIVE_PATH_TO_ENGINE_FOLDER}")
configure_file(${ENGINE_FOLDER}/ResourceManager/Config.h.in ${ENGINE_FOLDER}/ResourceManager/Config.h @ONLY)

# *************** EDITOR ***************
file(GLOB Editor_SRC
"main.cpp"

set(EDITOR_SOURCE_FILES "")
list(APPEND EDITOR_SOURCE_FILES
"main.cpp"
"FEEditor.cpp"
"FEEditor.h"
"FEEditorContentBrowser.cpp"
"FEEditorDragAndDropManager.cpp"
"FEEditorDragAndDropManager.h"
"FEEditorGizmoManager.cpp"
"FEEditorGizmoManager.h"
"FEEditorHaloSelectionEffect.cpp"
"FEEditorHaloSelectionEffect.h"
"FEEditorInternalResources.cpp"
"FEEditorInternalResources.h"
"FEEditorPreviewManager.cpp"
"FEEditorPreviewManager.h"
"FEEditorSelectedObject.cpp"
"FEEditorSelectedObject.h"
"FEEditorVirtualFileSystem.cpp"
"FEEditorVirtualFileSystem.h"
"FEProject.cpp"
"FEProject.h"
"FEEditorScriptingSystem.cpp"
"FEEditorScriptingSystem.h"
"FEProjectBuildSystem.cpp"
"FEProjectBuildSystem.h"
)

if(USE_STATIC_RUNTIME)
list(APPEND EDITOR_SOURCE_FILES
${Unpacked_NativeScript_2B7956623302254F620A675F_SRC}
)
endif()

file(GLOB ProjectManagment_SRC
"SubSystems/ProjectManagment/FEProjectManager.cpp"
"SubSystems/ProjectManagment/FEProjectManager.h"
"SubSystems/ProjectManagment/FEProject.cpp"
"SubSystems/ProjectManagment/FEProject.h"
)

file(GLOB FEDearImguiWrapper_SRC
"FEDearImguiWrapper/FEDearImguiWrapper.cpp"
"FEDearImguiWrapper/FEDearImguiWrapper.h"
)

file(GLOB FEEditorSubWindows_SRC
"FEEditorSubWindows/deletePopups.cpp"
"FEEditorSubWindows/deletePopups.h"
"FEEditorSubWindows/editPopups.cpp"
"FEEditorSubWindows/editPopups.h"
"FEEditorSubWindows/gyzmosSettingsWindow.h"
"FEEditorSubWindows/combineChannelsToTexturePopUp.cpp"
"FEEditorSubWindows/combineChannelsToTexturePopUp.h"
"FEEditorSubWindows/projectWasModifiedPopUp.cpp"
"FEEditorSubWindows/projectWasModifiedPopUp.h"
"FEEditorSubWindows/renamePopups.cpp"
"FEEditorSubWindows/renamePopups.h"
"FEEditorSubWindows/selectPopups.cpp"
"FEEditorSubWindows/selectPopups.h"
"FEEditorSubWindows/shaderEditorWindow.cpp"
"FEEditorSubWindows/shaderEditorWindow.h"
"FEEditorSubWindows/resizeTexturePopup.cpp"
"FEEditorSubWindows/resizeTexturePopup.h"
"FEEditorSubWindows/prefabEditorWindow.cpp"
"FEEditorSubWindows/prefabEditorWindow.h"
"FEEditorSubWindows/debugTextureViewWindow.cpp"
"FEEditorSubWindows/debugTextureViewWindow.h"
file(GLOB EditorWindows_BaseWindowClasses_SRC
"EditorWindows/EditorBaseWindowClasses/FEEditorSceneWindow.h"
"EditorWindows/EditorBaseWindowClasses/FEEditorSceneWindow.cpp"
)

file(GLOB EditorWindows_SRC
"EditorWindows/DeletePopups.cpp"
"EditorWindows/DeletePopups.h"
"EditorWindows/EditPopups.cpp"
"EditorWindows/EditPopups.h"
"EditorWindows/GyzmosSettingsWindow.h"
"EditorWindows/GyzmosSettingsWindow.cpp"
"EditorWindows/CombineChannelsToTexturePopUp.cpp"
"EditorWindows/CombineChannelsToTexturePopUp.h"
"EditorWindows/ProjectWasModifiedPopUp.cpp"
"EditorWindows/ProjectWasModifiedPopUp.h"
"EditorWindows/RenamePopups.cpp"
"EditorWindows/RenamePopups.h"
"EditorWindows/SelectPopups.cpp"
"EditorWindows/SelectPopups.h"
"EditorWindows/ShaderEditorWindow.cpp"
"EditorWindows/ShaderEditorWindow.h"
"EditorWindows/ResizeTexturePopup.cpp"
"EditorWindows/ResizeTexturePopup.h"
"EditorWindows/PrefabEditorManager.cpp"
"EditorWindows/PrefabEditorManager.h"
"EditorWindows/DebugTextureViewWindow.cpp"
"EditorWindows/DebugTextureViewWindow.h"
"EditorWindows/SceneGraphWindow.cpp"
"EditorWindows/SceneGraphWindow.h"
"EditorWindows/InspectorWindow.cpp"
"EditorWindows/InspectorWindow.h"
"EditorWindows/ContentBrowserWindow.cpp"
"EditorWindows/ContentBrowserWindow.h"
"EditorWindows/LogWindow.cpp"
)

file(GLOB Editor_Materials_SRC
Expand Down Expand Up @@ -127,29 +209,40 @@ link_directories(${GLFW_LIB_DIR})

# add the executable
add_executable(FocalEngineEditor WIN32
${Editor_SRC}
${EDITOR_SOURCE_FILES}
${FEDearImguiWrapper_SRC}
${FEEditorSubWindows_SRC}
${EditorWindows_BaseWindowClasses_SRC}
${EditorWindows_SRC}
${Editor_Materials_SRC}
${VisualNodeSystem_CustomNodes_SRC}
# *************** SUB_SYSTEM ***************

${ProjectManagment_SRC}
# *************** THIRD_PARTY ***************
${textEditor_SRC}
)

target_link_libraries(FocalEngineEditor PRIVATE VisualNodeSystem)
target_link_libraries(FocalEngineEditor PRIVATE FocalEngine)
target_link_libraries(FocalEngineEditor
PRIVATE
FEBasicApplication
VisualNodeSystem
FocalEngine
${GLFW_LIBRARY}
${GLEW_LIBRARY}
opengl32.lib
)

source_group("Source Files" FILES ${Application_SRC})
# *************** EDITOR ***************
source_group("Source Files/" FILES ${Editor_SRC})
source_group("Source Files/" FILES ${EDITOR_SOURCE_FILES})
if(USE_STATIC_RUNTIME)
source_group("Source Files/FocalEngine/2B7956623302254F620A675F" FILES ${Unpacked_NativeScript_2B7956623302254F620A675F_SRC})
endif()
source_group("Source Files/FEDearImguiWrapper" FILES ${FEDearImguiWrapper_SRC})
source_group("Source Files/FEEditorSubWindows" FILES ${FEEditorSubWindows_SRC})
source_group("Source Files/EditorWindows/BaseWindowClasses" FILES ${EditorWindows_BaseWindowClasses_SRC})
source_group("Source Files/EditorWindows" FILES ${EditorWindows_SRC})
source_group("Source Files/Materials" FILES ${Editor_Materials_SRC})
source_group("Source Files/NodeSystem/CustomNodes" FILES ${VisualNodeSystem_CustomNodes_SRC})
# *************** SUB_SYSTEM ***************

source_group("Source Files/ProjectManagment" FILES ${ProjectManagment_SRC})
# *************** THIRD_PARTY ***************
source_group("Source Files/ThirdParty/textEditor" FILES ${textEditor_SRC})

Expand All @@ -161,6 +254,36 @@ include_directories(
${BASICAPP_THIRDPARTY_DIR}
${CMAKE_CURRENT_SOURCE_DIR}/SubSystems/FocalEngine/SubSystems/FEBasicApplication/ThirdParty/imgui
${BASICAPP_DIR}
${FOCAL_ENGINE_THIRD_PARTY_DIR}
${FOCAL_ENGINE_INCLUDES}
${VISUAL_NODE_SYSTEM_DIR}
)
)

# If building as DLL, copy necessary DLLs to output directory
if(BUILD_SHARED_LIBS)
add_custom_command(TARGET FocalEngineEditor POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"$<TARGET_FILE_DIR:FocalEngine>/glfw3.dll"
"$<TARGET_FILE_DIR:FocalEngineEditor>"
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"$<TARGET_FILE_DIR:FocalEngine>/FEBasicApplication.dll"
"$<TARGET_FILE_DIR:FocalEngineEditor>"
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"$<TARGET_FILE_DIR:VisualNodeSystem>/VisualNodeSystem.dll"
"$<TARGET_FILE_DIR:FocalEngineEditor>"
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"$<TARGET_FILE_DIR:FocalEngine>/FocalEngine.dll"
"$<TARGET_FILE_DIR:FocalEngineEditor>"
COMMAND ${CMAKE_COMMAND} -E copy_if_different
${OpenXRLoader_DLL}
"$<TARGET_FILE_DIR:FocalEngineEditor>"
)
endif()

# If using dynamic runtime, copy necessary DLLs to output directory
if(NOT USE_STATIC_RUNTIME)
add_custom_command(TARGET FocalEngineEditor POST_BUILD
COMMAND ${CMAKE_COMMAND} -E copy_if_different
"${GLEW_LIB_DIR}/glew32.dll"
"$<TARGET_FILE_DIR:FocalEngineEditor>"
)
endif()
Original file line number Diff line number Diff line change
@@ -1,7 +1,6 @@
#include "combineChannelsToTexturePopUp.h"
#include "CombineChannelsToTexturePopUp.h"
using namespace VisNodeSys;

CombineChannelsToTexturePopUp* CombineChannelsToTexturePopUp::Instance = nullptr;
ImVec2 CombineChannelsToTexturePopUp::NodeGridRelativePosition = ImVec2(5, 30);
ImVec2 CombineChannelsToTexturePopUp::WindowPosition = ImVec2(0, 0);
ImVec2 CombineChannelsToTexturePopUp::MousePositionWhenContextMenuWasOpened = ImVec2(0, 0);
Expand All @@ -23,7 +22,7 @@ CombineChannelsToTexturePopUp::~CombineChannelsToTexturePopUp()
void CombineChannelsToTexturePopUp::Show()
{
Size = ImVec2(800, 800);
Position = ImVec2(FEngine::getInstance().GetWindowWidth() / 2 - Size.x / 2, FEngine::getInstance().GetWindowHeight() / 2 - Size.y / 2);
Position = ImVec2(APPLICATION.GetMainWindow()->GetWidth() / 2 - Size.x / 2, APPLICATION.GetMainWindow()->GetHeight() / 2 - Size.y / 2);

Flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_NoCollapse;

Expand Down Expand Up @@ -123,7 +122,7 @@ void CombineChannelsToTexturePopUp::NodeSystemMainContextMenu()
if (ImGui::MenuItem("Texture node"))
{
TextureForNewNode = RESOURCE_MANAGER.NoTexture;
SelectFeObjectPopUp::getInstance().Show(FE_TEXTURE, TextureNodeCreationCallback);
SELECT_FEOBJECT_POPUP.Show(FE_TEXTURE, TextureNodeCreationCallback);
}

if (ImGui::MenuItem("Float node"))
Expand Down
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
#pragma once

#include "gyzmosSettingsWindow.h"
#include "GyzmosSettingsWindow.h"

class CombineChannelsToTexturePopUp : public FEImGuiWindow
{
Expand Down
Loading