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Introducing a Dolphin graphics mod editor #12280
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Introducing a Dolphin graphics mod editor #12280
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… threads, leverage a priority system so that assets being used recently are preferred, and avoid recursive mutex locking
…value contains details on how to get the sampler (either pulled from the asset or using a game texture
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This is a very early look at a new feature for graphics mods. The ability to edit them in realtime using an editor!
I'll start with some shiny features.
When you start the editor up, you will be greeted with a simple menu. File > Open to open an existing mod*. File > New > Inspect allows you to use the properties/scene panel to look around and get comfortable with the editor or File > New > Project to create an actual new mod and have access to assets ( as well as save your work! ).
Once you have a new mod project started, you will see the scene panel. The scene panel allows you to view targets (currently displayed by texture name). Whatever is chosen in the scene view will be highlighted in the game:
In addition to viewing selections, you can also rename the objects. The editor will keep track of them as they live throughout the game:
But the graphics mod editor wouldn't be much if it just was used to view the scene. It can also attach graphics mods to targets. The most simple are still the "skip" and the "move" actions and you can see me moving an element below:
Finally and really most importantly, the editor allows the user to create and edit materials dictated by a shader:
Why?
As I've talked to various users, they've all agreed that the new features for graphics mods were really interesting but they all voiced one concern: the complexity. One of the reasons things are so complex is to allow for a more flexible system and a way to provide more features. An editor simplifies some of the complex pieces and enables the ability to add even more features that weren't possible.
Notes
My plan is that this PR will be somewhat long lived. I hope to break off pieces into separate PRs, slowly working toward a merge of the feature. I want to take into account any user feedback and give this a bit of time. I also will probably add new features. I do not want to rush this because once this is merged, some sort of versioning structure will need to be defined for user mods...
The editor is currently always on in this PR for ease of testing. I haven't exactly decided on how or rather where to expose a setting to turn it on.
Future Work
This opens up so many possibilities, some are listed below:
Cube map integrationA rewrite of graphics mods to not just target things by texture. The texture targeting was a necessity because Dolphin had no way to allow for anything else. This will have many benefits..