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f37175a01e
Author | SHA1 | Date | |
---|---|---|---|
f37175a01e | |||
c62f3615d4 | |||
3e75406783 | |||
65ae892951 | |||
f0984b6117 |
3
.gitmodules
vendored
3
.gitmodules
vendored
@ -31,3 +31,6 @@
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[submodule "libs/entt"]
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path = libs/entt
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url = https://github.com/skypjack/entt.git
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[submodule "libs/guizmo"]
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path = libs/guizmo
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url = https://github.com/CedricGuillemet/ImGuizmo.git
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@ -60,3 +60,4 @@ project "BarinkEngine"
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}
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include('../ImGui')
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include("../ImGuizmo")
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@ -1,18 +1,19 @@
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#include "BarinkEngine.h"
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EngineStatistics ES;
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extern EngineStatistics ES;
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BarinkEngine::Renderer renderer;
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const unsigned int MS_PER_UPDATE = 2;
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int main(int argc, char* argv[]) {
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// Setup performance sampler
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PerfomanceSamplerInit();
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EngineInstrumentation::PerfomanceSamplerInit();
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// Startup services
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BarinkWindow MainWindow = BarinkWindow(800, 600);
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BarinkWindow MainWindow = BarinkWindow(1200, 700);
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renderer = BarinkEngine::Renderer();
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InputSystem = BarinkEngine::InputManager();
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ES = EngineStatistics();
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ES = EngineStatistics{};
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InputSystem.attach(&MainWindow);
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GUIManager GUISystem = GUIManager(&MainWindow);
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@ -20,27 +21,66 @@ int main(int argc, char* argv[]) {
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glEnable(GL_DEPTH_TEST);
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// First call to setup game
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Start();
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{
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PerfSampler("Start");
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Start();
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}
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double previous = glfwGetTime();
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double lag = 0.0;
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// Runtime loop
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while (!MainWindow.WindowShouldClose()) {
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SamplePerformance();
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while (!MainWindow.WindowShouldClose())
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{
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double current = glfwGetTime();
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double elapsed = current - previous;
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previous = current;
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lag += elapsed;
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//EngineInstrumentation::Update(); // Todo this does nothing right now and is therefor disabled
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// Execute main logic
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InputSystem.PollEvents();
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Update();
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{
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PerfSampler("PollEvents");
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InputSystem.PollEvents();
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GUISystem.Render();
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}
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MainWindow.SwapBuffers();
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{
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PerfSampler("Update");
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while (lag >= MS_PER_UPDATE) {
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Update();
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lag -= MS_PER_UPDATE;
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}
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}
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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{
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PerfSampler("Render");
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Render();
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}
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{
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PerfSampler("GUI-Render");
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GUISystem.Render();
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}
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{
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PerfSampler("BufferSwap");
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MainWindow.SwapBuffers();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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}
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// Shutdown game
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Stop();
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{
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PerfSampler("Stop");
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Stop();
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}
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// Shutdown Services
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return 0;
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@ -20,5 +20,6 @@
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extern BarinkEngine::Renderer renderer;
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extern void Start();
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extern void Update();
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extern void Render();
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extern void ImmediateGraphicsDraw();
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extern void Stop();
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@ -2,6 +2,7 @@
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#include "imgui.h"
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#include "backends/imgui_impl_opengl3.h"
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#include <backends/imgui_impl_glfw.h>
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#include "../../libs/guizmo/ImGuizmo.h"
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#include "../BarinkEngine.h"
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GUIManager::GUIManager(BarinkWindow* window)
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@ -35,10 +36,17 @@ void GUIManager::Render()
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ImGui::NewFrame();
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ImGui::Begin("##App");
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ImGuizmo::SetOrthographic(true);
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ImGuizmo::BeginFrame();
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ImmediateGraphicsDraw();
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ImGui::End();
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ImGui::EndFrame();
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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@ -1,15 +1,15 @@
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#include "Buffer.h"
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int GpuBuffer::getBufferID() {
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int Buffer::getBufferID() {
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return id;
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}
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void GpuBuffer::createBuffer() {
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void Buffer::createBuffer() {
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glGenBuffers(1, (GLuint*) &id);
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}
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void GpuBuffer::setBufferData(void* data, size_t dataSize, bool elementBuffer = false ) {
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void Buffer::setBufferData(void* data, size_t dataSize, bool elementBuffer = false ) {
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if (elementBuffer) {
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
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@ -21,7 +21,7 @@ void GpuBuffer::setBufferData(void* data, size_t dataSize, bool elementBuffer =
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}
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void GpuBuffer::Bind(bool elementBuffer = false ) {
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void Buffer::Bind(bool elementBuffer = false ) {
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if (elementBuffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
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@ -32,7 +32,7 @@ void GpuBuffer::Bind(bool elementBuffer = false ) {
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}
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}
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void GpuBuffer::Unbind(bool elementBuffer = false) {
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void Buffer::Unbind(bool elementBuffer = false) {
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if (elementBuffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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@ -42,6 +42,6 @@ void GpuBuffer::Unbind(bool elementBuffer = false) {
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}
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}
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void GpuBuffer::Delete() {
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void Buffer::Delete() {
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glDeleteBuffers(1, (GLuint*) &id);
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}
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@ -1,8 +1,7 @@
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#pragma once
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#include <glad/glad.h>
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class GpuBuffer {
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private:
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unsigned int id;
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class Buffer {
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public:
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int getBufferID();
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@ -16,4 +15,7 @@ public:
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void Delete();
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private:
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unsigned int id;
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};
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@ -9,24 +9,44 @@ Framebuffer::Framebuffer()
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// Create a colour texture!
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glGenTextures(1, &ColourAttachment);
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glBindTexture(GL_TEXTURE_2D, ColourAttachment);
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glTexImage2D(GL_TEXTURE_2D, 1, GL_RGB, 800, 600, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 800, 600, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ColourAttachment, 0);
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glBindTexture(GL_TEXTURE_2D, 0);
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// Create a depth buffer
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glGenRenderbuffers(1, &DepthAttachment);
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glBindRenderbuffer(GL_RENDERBUFFER, DepthAttachment);
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glGenTextures(1, &DepthAttachment);
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glBindTexture(GL_TEXTURE_2D, DepthAttachment);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 800, 600, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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glFramebufferRenderbuffer(GL_RENDERBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, DepthAttachment);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, DepthAttachment, 0);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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/*
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* // Render buffer
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glGenRenderbuffers(1, &DepthAttachment);
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glBindRenderbuffer(GL_RENDERBUFFER, DepthAttachment);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glFramebufferRenderbuffer(GL_RENDERBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, DepthAttachment);
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*/
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@ -39,6 +59,8 @@ Framebuffer::Framebuffer()
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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Framebuffer::~Framebuffer()
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@ -8,13 +8,14 @@ public:
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Framebuffer();
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~Framebuffer();
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unsigned int GetId() { return Id; }
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unsigned int GetColourAttachment() { return ColourAttachment; }
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GLuint GetId() { return Id; }
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GLuint GetColourAttachment() { return ColourAttachment; }
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GLuint GetDepthAttachment() { return DepthAttachment; }
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private:
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unsigned int Id = 0;
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unsigned int ColourAttachment = 0;
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unsigned int DepthAttachment = 0;
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GLuint Id = 0;
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GLuint ColourAttachment = 0;
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GLuint DepthAttachment = 0;
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};
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31
BarinkEngine/src/Graphics/Memory/UniformBuffer.cpp
Normal file
31
BarinkEngine/src/Graphics/Memory/UniformBuffer.cpp
Normal file
@ -0,0 +1,31 @@
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#include "UniformBuffer.h"
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#include <glad/glad.h>
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UniformBuffer::UniformBuffer(unsigned int size)
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{
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glGenBuffers(1, &Id );
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glBindBuffer(GL_ARRAY_BUFFER, Id);
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glBufferData(GL_ARRAY_BUFFER, size, nullptr, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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UniformBuffer::~UniformBuffer()
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{
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glDeleteBuffers(1, &Id);
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}
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void UniformBuffer::setData( unsigned int offset , unsigned int size , void* data)
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{
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glBindBuffer(GL_ARRAY_BUFFER, Id);
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glBufferSubData(GL_ARRAY_BUFFER, offset , size, data);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void UniformBuffer::setDescriptor(unsigned int index, unsigned int size , unsigned int stride, void* pointer)
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{
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glBindBuffer(GL_ARRAY_BUFFER, Id);
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glVertexAttribPointer(index, size, GL_FLOAT, GL_FALSE, stride, pointer);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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15
BarinkEngine/src/Graphics/Memory/UniformBuffer.h
Normal file
15
BarinkEngine/src/Graphics/Memory/UniformBuffer.h
Normal file
@ -0,0 +1,15 @@
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#pragma once
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class UniformBuffer {
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public:
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UniformBuffer (unsigned int size);
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~UniformBuffer();
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void setData(unsigned int offset, unsigned int size, void* data);
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void setDescriptor(unsigned int index, unsigned int size, unsigned int stride, void* pointer);
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private:
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unsigned int Id;
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};
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@ -22,8 +22,8 @@ private:
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std::vector<unsigned int > indices;
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GpuBuffer vertexBuffer;
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GpuBuffer elementBuffer;
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Buffer vertexBuffer;
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Buffer elementBuffer;
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VertexArray VAO;
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@ -3,7 +3,7 @@
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#include "../Graphics/Memory/VertexArray.h"
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#include "../Graphics/Memory/Buffer.h"
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#include <glad/glad.h>
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#include <glm/gtc/type_precision.hpp>
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float Angle = 0.0;
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Camera cam = Camera(glm::vec3(12.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
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glm::mat4 projection = glm::perspective(glm::radians(cam.Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
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@ -16,8 +16,8 @@ void BarinkEngine::Renderer::Prepare(Scene& scene ) {
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auto group = scene.getReg().view<BarinkEngine::Render3DComponent>();
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group.each([](auto enity, BarinkEngine::Render3DComponent& renderComponent) {
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VertexArray va = VertexArray();
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GpuBuffer vertexBuffer = GpuBuffer();
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GpuBuffer elementBuffer = GpuBuffer();
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Buffer vertexBuffer = Buffer();
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Buffer elementBuffer = Buffer();
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va.Create();
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va.Bind();
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@ -45,24 +45,39 @@ void BarinkEngine::Renderer::Prepare(Scene& scene ) {
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});
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}
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void BarinkEngine::Renderer::Render(Scene& scene)
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{
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auto group = scene.getReg().view<TransformComponent, Render3DComponent>();
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group.each([](auto entity , TransformComponent& trans, Render3DComponent& renderComponent)
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group.each([&](auto entity , TransformComponent& trans, Render3DComponent& renderComponent)
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{
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glBindVertexArray(renderComponent.VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, renderComponent.IBO);
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renderComponent.shader.Use();
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renderComponent.shader.setUniformVec3("Color", renderComponent.color);
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auto lights = scene.getReg().view<LightComponent>();
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lights.each([&](auto entity, LightComponent& light) {
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renderComponent.shader.setUniformVec3("lighting.color", light.Color);
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renderComponent.shader.setUniformFloat("lighting.strength", light.Strength);
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});
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renderComponent.shader.setUniformMat4("M", trans.transform);
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glm::mat4 rotation = glm::rotate(glm::mat4(1.0f), trans.Rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
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rotation *= glm::rotate(glm::mat4(1.0f), trans.Rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
|
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rotation *= glm::rotate(glm::mat4(1.0f), trans.Rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
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|
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glm::mat4 modelMatrix = glm::translate(glm::mat4(1.0f), trans.Position) * glm::scale(glm::mat4(1.0f), trans.Scale) *rotation;
|
||||
|
||||
|
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renderComponent.shader.setUniformVec3("Color", renderComponent.color);
|
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renderComponent.shader.setUniformMat4("M", modelMatrix);
|
||||
renderComponent.shader.setUniformMat4("V", cam.GetViewMatrix());
|
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renderComponent.shader.setUniformMat4("P", projection);
|
||||
|
||||
|
||||
//std::cout << "Draw " << renderComponent.mesh.elements.size() << " elements" << std::endl;
|
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glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(renderComponent.mesh.elements.size()) ,
|
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GL_UNSIGNED_INT, NULL);
|
||||
|
||||
@ -71,5 +86,17 @@ void BarinkEngine::Renderer::Render(Scene& scene)
|
||||
|
||||
}
|
||||
|
||||
void Render(Framebuffer& framebuffer)
|
||||
{}
|
||||
void BarinkEngine::Renderer::Render(Framebuffer& framebuffer, Scene& scene)
|
||||
{
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.GetId());
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
Render(scene);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
@ -22,6 +22,6 @@ namespace BarinkEngine {
|
||||
void Prepare(Scene& scene);
|
||||
void Render(Scene& scene );
|
||||
|
||||
void Render(Framebuffer& framebuffer);
|
||||
void Render(Framebuffer& framebuffer, Scene& scene);
|
||||
};
|
||||
}
|
||||
|
70
BarinkEngine/src/PerfCounter.cpp
Normal file
70
BarinkEngine/src/PerfCounter.cpp
Normal file
@ -0,0 +1,70 @@
|
||||
#include "PerfCounter.h"
|
||||
#include <imgui.h>
|
||||
#include <iostream>
|
||||
|
||||
EngineStatistics ES;
|
||||
|
||||
uint64_t EngineInstrumentation::GetPrecisionTime() {
|
||||
using namespace std::chrono; // REMINDER: This is kinda ugly but safes line width
|
||||
return duration_cast<milliseconds>(high_resolution_clock::now().time_since_epoch()).count();
|
||||
}
|
||||
|
||||
void EngineInstrumentation::PerfomanceSamplerInit() {
|
||||
ES.frames = 0;
|
||||
//EngineInstrumentation::lastSampleTime = GetPrecisionTime();
|
||||
}
|
||||
|
||||
|
||||
|
||||
void EngineInstrumentation::Update() {
|
||||
/*
|
||||
uint64_t MilliSecondsPast = GetPrecisionTime() - EngineInstrumentation::lastSampleTime;
|
||||
|
||||
if (MilliSecondsPast >= 1000) {
|
||||
|
||||
ES.frameTime = (float)1000 / ES.frames;
|
||||
ES.FPS = ES.frames;
|
||||
ES.frames = 0;
|
||||
//EngineInstrumentation::lastSampleTime = GetPrecisionTime();
|
||||
}
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
void EngineInstrumentation::ShowStats() {
|
||||
ImGui::Begin("Statistics", false, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize);
|
||||
|
||||
ImGui::Text("FPS: %i", ES.FPS);
|
||||
ImGui::Text("Frame Time: %f", ES.frameTime);
|
||||
ImGui::Text("Verts: %i", ES.verts);
|
||||
ImGui::Text("Draw Calls: %i", ES.DC);
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
||||
PerfSampler::PerfSampler(const std::string& name )
|
||||
: name(name)
|
||||
{
|
||||
using namespace std::chrono;
|
||||
startTime = high_resolution_clock::now();
|
||||
|
||||
}
|
||||
|
||||
PerfSampler::~PerfSampler()
|
||||
{
|
||||
Stop();
|
||||
}
|
||||
|
||||
void PerfSampler::Stop()
|
||||
{
|
||||
using namespace std::chrono;
|
||||
auto end = high_resolution_clock::now();
|
||||
auto durationInuSeconds =
|
||||
duration_cast<nanoseconds>(end.time_since_epoch()).count() -
|
||||
duration_cast<nanoseconds>(startTime.time_since_epoch()).count();
|
||||
|
||||
auto ms = durationInuSeconds * 0.001f;
|
||||
|
||||
// std::cout << "[" << name << "]" << "Took: " << durationInuSeconds << " us (" << ms << " ms)" << std::endl;
|
||||
}
|
@ -1,52 +1,37 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <chrono>
|
||||
#include <imgui.h>
|
||||
|
||||
struct EngineStatistics {
|
||||
struct EngineStatistics {
|
||||
float frameTime;
|
||||
uint32_t verts;
|
||||
uint32_t DC;
|
||||
|
||||
long long lastSampleTime;
|
||||
long long frames;
|
||||
long long FPS;
|
||||
int64_t frames;
|
||||
int64_t FPS;
|
||||
|
||||
};
|
||||
extern EngineStatistics ES;
|
||||
|
||||
inline void PerfomanceSamplerInit(){
|
||||
class EngineInstrumentation {
|
||||
public:
|
||||
|
||||
ES.frames = 0;
|
||||
ES.lastSampleTime = 0;
|
||||
ES.lastSampleTime = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count();
|
||||
|
||||
}
|
||||
//static int64_t lastSampleTime;
|
||||
|
||||
inline void SamplePerformance(void) {
|
||||
ES.frames++;
|
||||
ES.DC = 0;
|
||||
ES.verts = 0;
|
||||
unsigned long long now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count();
|
||||
unsigned long long MilliSecondsPast = now - ES.lastSampleTime;
|
||||
if (MilliSecondsPast >= 1000) {
|
||||
|
||||
ES.frameTime = (float)1000 / ES.frames;
|
||||
ES.FPS = ES.frames;
|
||||
ES.frames = 0;
|
||||
ES.lastSampleTime = now;
|
||||
}
|
||||
}
|
||||
static uint64_t GetPrecisionTime();
|
||||
static void PerfomanceSamplerInit();
|
||||
|
||||
static void Update();
|
||||
static void ShowStats();
|
||||
|
||||
};
|
||||
|
||||
inline void ShowStats() {
|
||||
ImGui::Begin("Statistics", false, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove);
|
||||
class PerfSampler {
|
||||
public:
|
||||
|
||||
ImGui::Text("FPS: %i", ES.FPS);
|
||||
ImGui::Text("Frame Time: %f", ES.frameTime);
|
||||
ImGui::Text("Verts: %i", ES.verts);
|
||||
ImGui::Text("Draw Calls: %i", ES.DC);
|
||||
|
||||
|
||||
ImGui::End();
|
||||
|
||||
}
|
||||
PerfSampler(const std::string& name);
|
||||
~PerfSampler();
|
||||
void Stop();
|
||||
private:
|
||||
const std::string& name;
|
||||
std::chrono::time_point<std::chrono::high_resolution_clock> startTime;
|
||||
};
|
@ -8,8 +8,14 @@ namespace BarinkEngine {
|
||||
};
|
||||
|
||||
struct TransformComponent {
|
||||
glm::mat4 transform = glm::mat4(1.0f);
|
||||
glm::vec3 Position = glm::vec3(0.0f);
|
||||
glm::vec3 Rotation = glm::vec3(0.0f);
|
||||
glm::vec3 Scale = glm::vec3(1.0f);
|
||||
};
|
||||
|
||||
struct LightComponent {
|
||||
float Strength = 1.0f;
|
||||
glm::vec3 Color = glm::vec3(1.0f, 1.0f, 1.0f);
|
||||
};
|
||||
|
||||
|
||||
@ -18,11 +24,15 @@ namespace BarinkEngine {
|
||||
|
||||
};
|
||||
|
||||
|
||||
struct ScriptComponent {
|
||||
std::string file; // TODO : replace with proper properties
|
||||
};
|
||||
|
||||
struct Render3DComponent {
|
||||
unsigned int VAO = 0;
|
||||
unsigned int IBO = 0;
|
||||
Mesh mesh;
|
||||
|
||||
// TODO: becomes a material
|
||||
glm::vec3 color;
|
||||
Shader shader;
|
||||
|
@ -2,13 +2,13 @@
|
||||
#include <entt/entt.hpp>
|
||||
class Scene;
|
||||
|
||||
|
||||
class Entity {
|
||||
public:
|
||||
Entity() = default;
|
||||
Entity(entt::entity e, Scene* scene);
|
||||
Entity(const Entity& other) = default;
|
||||
|
||||
|
||||
template<class T >
|
||||
T& AddComponent() {
|
||||
return m_scene->m_registry.emplace<T>(m_entity);
|
||||
@ -19,6 +19,19 @@ public:
|
||||
return m_scene->m_registry.get<T>(m_entity);
|
||||
}
|
||||
|
||||
|
||||
template<class T>
|
||||
bool HasComponent() {
|
||||
return m_scene->getReg().all_of<T>(m_entity);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// NOTE: Not Scene context aware!!
|
||||
bool operator== (Entity& other) {
|
||||
return m_entity == other.m_entity;
|
||||
}
|
||||
|
||||
private:
|
||||
entt::entity m_entity;
|
||||
Scene* m_scene;
|
||||
|
@ -3,19 +3,22 @@
|
||||
#include "Components.h"
|
||||
Scene::Scene()
|
||||
{
|
||||
//m_registry = entt::basic_registry();
|
||||
}
|
||||
|
||||
Scene::~Scene()
|
||||
{}
|
||||
|
||||
Entity Scene::AddEntity(std::string& name)
|
||||
Entity Scene::AddEntity(std::string name)
|
||||
{
|
||||
Entity entity = { m_registry.create(), this };
|
||||
|
||||
entity.AddComponent<BarinkEngine::IdentifierComponent>();
|
||||
auto& ident = entity.AddComponent<BarinkEngine::IdentifierComponent>();
|
||||
ident.name = name;
|
||||
entity.AddComponent<BarinkEngine::TransformComponent>();
|
||||
|
||||
|
||||
return entity;
|
||||
}
|
||||
|
||||
|
||||
|
@ -9,7 +9,7 @@ public:
|
||||
Scene();
|
||||
~Scene();
|
||||
|
||||
Entity AddEntity(std::string& name);
|
||||
Entity AddEntity(std::string name);
|
||||
|
||||
entt::registry& getReg() { return m_registry; }
|
||||
|
||||
|
@ -4,7 +4,8 @@ kind "ConsoleApp"
|
||||
buildmessage "Building editor ..."
|
||||
|
||||
links{
|
||||
"BarinkEngine"
|
||||
"BarinkEngine",
|
||||
"ImGuizmo"
|
||||
}
|
||||
|
||||
includedirs{
|
||||
@ -24,7 +25,9 @@ includedirs{
|
||||
"./../libs/glew/include",
|
||||
"./../libs/glm",
|
||||
"./../libs/ImGui",
|
||||
"./../libs/guizmo",
|
||||
|
||||
"./../libs/entt/src",
|
||||
|
||||
"./include"
|
||||
|
||||
@ -37,4 +40,5 @@ libdirs {
|
||||
files {
|
||||
"./include/*.h",
|
||||
"./src/*.cpp"
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,116 +1,122 @@
|
||||
#include "../../BarinkEngine/src/BarinkEngine.h"
|
||||
#include "../../BarinkEngine/src/Scene/SceneManager.h"
|
||||
#include "../../BarinkEngine/src/Scene/SceneNodeTypes.h"
|
||||
#include "../../BarinkEngine/src/AssetManager/ModelImporter.h"
|
||||
#include "../../BarinkEngine/src/Graphics/Framebuffer.h"
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include <imgui.h>
|
||||
|
||||
#include "stb_image.h"
|
||||
#include "../../libs/guizmo/ImGuizmo.h"
|
||||
|
||||
#include "../../BarinkEngine/src/BarinkEngine.h"
|
||||
#include "../../BarinkEngine/src/AssetManager/ModelImporter.h"
|
||||
#include "../../BarinkEngine/src/Graphics/Memory/Framebuffer.h"
|
||||
#include "../../BarinkEngine/src/PerfCounter.cpp"
|
||||
#include "../../BarinkEngine/src/Scene/Entity.h"
|
||||
#include "Widgets.h"
|
||||
|
||||
/*
|
||||
* Define globals
|
||||
*/
|
||||
Shader* shader;
|
||||
|
||||
char* code = new char[254];
|
||||
|
||||
const std::string vertexShaderSource = "build/Debug/test.vs";
|
||||
const std::string fragmentShaderSource = "build/Debug/test.fs";
|
||||
|
||||
BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
|
||||
Framebuffer* framebuffer;
|
||||
Scene* Level1;
|
||||
BarinkEngine::SceneObject* cube;
|
||||
Scene Level1;
|
||||
BarinkEngine::SceneObject* Model;
|
||||
Entity cube;
|
||||
|
||||
entt::entity Selected;
|
||||
/*
|
||||
* Runs once at startup
|
||||
* - USe to initialize the game/sandbox/demo
|
||||
*/
|
||||
void Start() {
|
||||
// Build a basic test scene
|
||||
// NOTE: This will later be done through an editor
|
||||
|
||||
// Create a level and load it as the current level
|
||||
std::string levelName("Test Level");
|
||||
Level1 = SceneManager::CreateScene(levelName);
|
||||
SceneManager::LoadScene(*Level1);
|
||||
|
||||
shader = new Shader(vertexShaderSource, fragmentShaderSource);
|
||||
|
||||
// Create a cube node
|
||||
|
||||
cube = MI->Import("build/Debug/Models/cube.obj");
|
||||
cube->renderable->material = new Material(*shader);
|
||||
cube->renderable->material->Color = glm::vec3(1.0f, 0.0f, 0.0f);
|
||||
|
||||
// What is in cube now ??
|
||||
std::cout << "mesh vertices: " << cube->renderable->mesh->vertices.size() << std::endl;
|
||||
std::cout << "mesh elements: " << cube->renderable->mesh->elements.size() << std::endl;
|
||||
|
||||
Level1->GetRoot().addChild(*cube);
|
||||
|
||||
memset(code, '\0', 254);
|
||||
auto io = ImGui::GetIO();
|
||||
io.Fonts->AddFontFromFileTTF("build/Debug/Fonts/Roboto-Regular.ttf", 18);
|
||||
|
||||
framebuffer = new Framebuffer();
|
||||
|
||||
std::cout << "Colour attachment id; " << framebuffer->GetColourAttachment() << std::endl;
|
||||
// TODO: Move to runtime/ Engine
|
||||
// NOTE: Submits should later be done through walking the sceneTree
|
||||
|
||||
renderer.Submit(cube->renderable);
|
||||
// Create a level and load it as the current level
|
||||
auto importer = BarinkEngine::ModelImporter();
|
||||
|
||||
// Create a cube
|
||||
Model = importer.Import("build/Debug/Models/Cube.obj");
|
||||
cube = Level1.AddEntity("cube");
|
||||
|
||||
auto& render3DComponent = cube.AddComponent<BarinkEngine::Render3DComponent>();
|
||||
render3DComponent.mesh = *(Model->renderable->mesh);
|
||||
|
||||
cube.GetComponent<BarinkEngine::TransformComponent>().Position = glm::vec3(1.0f, 0.0f, 5.0f);
|
||||
|
||||
auto cube2 = Level1.AddEntity("Cube1");
|
||||
auto& rendercube2 = cube2.AddComponent<BarinkEngine::Render3DComponent>();
|
||||
rendercube2.mesh = *(Model->renderable->mesh);
|
||||
|
||||
|
||||
// create an ambient light source
|
||||
auto AmbientLight = Level1.AddEntity("AmbientLight");
|
||||
auto light = AmbientLight.AddComponent<BarinkEngine::LightComponent>();
|
||||
light.Color = glm::vec3(1.0f);
|
||||
light.Strength = 1.0f;
|
||||
|
||||
Selected = (entt::entity) -1;
|
||||
|
||||
renderer.Prepare(Level1);
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
* Runs every frame
|
||||
* - Use to draw Immediate mode graphics (Not meant for HUD's )
|
||||
*/
|
||||
void ImmediateGraphicsDraw()
|
||||
{
|
||||
|
||||
ImGui::DockSpaceOverViewport(ImGui::GetMainViewport());
|
||||
{ ImGui::DockSpaceOverViewport(ImGui::GetMainViewport());
|
||||
|
||||
// Show a menu bar
|
||||
ImGui::BeginMainMenuBar();
|
||||
|
||||
if (ImGui::BeginMenu("Application")) {
|
||||
|
||||
if (ImGui::MenuItem("Preferences")) {
|
||||
|
||||
}
|
||||
|
||||
if (ImGui::MenuItem("Exit")) {
|
||||
// TODO: Exit application
|
||||
}
|
||||
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
if (ImGui::BeginMenu("Scene")) {
|
||||
|
||||
|
||||
if (ImGui::MenuItem("Add Entity")) {
|
||||
Level1.AddEntity("New entity");
|
||||
}
|
||||
|
||||
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
|
||||
ImGui::EndMainMenuBar();
|
||||
|
||||
//ShowStats();
|
||||
Viewport(*framebuffer, Level1);
|
||||
SceneExplorer(Selected, Level1);
|
||||
Inspector(Selected, Level1 );
|
||||
|
||||
// Show internal BarinkEngine stats
|
||||
ShowStats();
|
||||
Settings();
|
||||
AssetsFinder();
|
||||
Console();
|
||||
|
||||
ImGui::Begin("Viewport");
|
||||
ImGui::Image((void*)(intptr_t)framebuffer->GetColourAttachment(), ImVec2{ 800,600 });
|
||||
ImGui::End();
|
||||
|
||||
static float Zoom = 90;
|
||||
static glm::vec3 Position = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
static glm::vec3 Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
ImGui::ShowDemoWindow();
|
||||
ImGui::ShowMetricsWindow();
|
||||
|
||||
|
||||
ImGui::Begin("Camera");
|
||||
ImGui::SliderFloat("Zoom", &Zoom, 10, 190);
|
||||
ImGui::InputFloat3("Position:", &Position[0]);
|
||||
|
||||
ImGui::InputFloat3("Rotation:", &Rotation[0]);
|
||||
ImGui::End();
|
||||
|
||||
ImGui::Begin("Scripting");
|
||||
ImGui::Text("Lua Code");
|
||||
ImGui::InputTextMultiline("##", code, 255);
|
||||
bool runCode = ImGui::Button("Run");
|
||||
ImGui::End();
|
||||
|
||||
ImGui::Begin("Scene Explorer");
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
void Render()
|
||||
{
|
||||
renderer.Render( *framebuffer, Level1);
|
||||
}
|
||||
|
||||
/*
|
||||
@ -119,11 +125,14 @@ void ImmediateGraphicsDraw()
|
||||
*/
|
||||
void Update()
|
||||
{
|
||||
// glBindFramebuffer(GL_FRAMEBUFFER, framebuffer->GetId());
|
||||
}
|
||||
|
||||
renderer.Render(*framebuffer);
|
||||
|
||||
// glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
/*
|
||||
* Runs every physics update
|
||||
*/
|
||||
void fixed_update()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
@ -133,6 +142,4 @@ void Update()
|
||||
void Stop()
|
||||
{
|
||||
delete framebuffer;
|
||||
delete MI;
|
||||
delete shader;
|
||||
}
|
135
Editor/src/widgets.cpp
Normal file
135
Editor/src/widgets.cpp
Normal file
@ -0,0 +1,135 @@
|
||||
#include "widgets.h"
|
||||
#include <iostream>
|
||||
#include "../../BarinkEngine/src/Scene/Components.h"
|
||||
#include "../../BarinkEngine/src/Scene/Entity.h"
|
||||
class Editor;
|
||||
|
||||
void ComponentView(const std::string& componentName, voidFunction func)
|
||||
{
|
||||
ImGuiWindowFlags_ window_flags = ImGuiWindowFlags_None;
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f);
|
||||
ImGui::BeginChild(componentName.c_str());
|
||||
|
||||
func();
|
||||
|
||||
ImGui::EndChild();
|
||||
ImGui::PopStyleVar();
|
||||
}
|
||||
|
||||
void Inspector(entt::entity ent , Scene& scene) {
|
||||
ImGui::Begin("Inspector");
|
||||
static float Zoom = 90;
|
||||
static glm::vec3 Position = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
static glm::vec3 Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
if (scene.getReg().valid(ent)) {
|
||||
|
||||
Entity entity = Entity(ent, &scene);
|
||||
|
||||
auto component = entity.GetComponent<BarinkEngine::IdentifierComponent>();
|
||||
ImGui::LabelText("## Name:", component.name.c_str() );
|
||||
|
||||
if (entity.HasComponent<BarinkEngine::TransformComponent>()) {
|
||||
auto& transform = entity.GetComponent<BarinkEngine::TransformComponent>();
|
||||
ImGui::DragFloat3("Position", glm::value_ptr(transform.Position) , 0.01);
|
||||
ImGui::DragFloat3("Rotation", glm::value_ptr(transform.Rotation), 0.01);
|
||||
ImGui::DragFloat3("Scale", glm::value_ptr(transform.Scale), 0.01, 0);
|
||||
|
||||
}
|
||||
|
||||
if (entity.HasComponent<BarinkEngine::LightComponent>()) {
|
||||
auto& light = entity.GetComponent<BarinkEngine::LightComponent>();
|
||||
ImGui::DragFloat("Strength", &light.Strength, 0.001f);
|
||||
ImGui::ColorEdit3("Colour", glm::value_ptr(light.Color));
|
||||
|
||||
}
|
||||
|
||||
if (entity.HasComponent <BarinkEngine::CameraComponent>()) {
|
||||
auto& camera = entity.GetComponent<BarinkEngine::CameraComponent>();
|
||||
ComponentView("Camera", [] {
|
||||
ImGui::SliderFloat("Zoom", &Zoom, 10, 190);
|
||||
ImGui::InputFloat3("Position:", &Position[0]);
|
||||
ImGui::InputFloat3("Rotation:", &Rotation[0]);
|
||||
});
|
||||
}
|
||||
|
||||
if (entity.HasComponent<BarinkEngine::ScriptComponent>()) {
|
||||
ComponentView("Scripting", [] {
|
||||
ImGui::LabelText("##--", "Hello scripting");
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
ImGui::End();
|
||||
|
||||
}
|
||||
|
||||
void SceneExplorer(entt::entity& selected, Scene& scene )
|
||||
{
|
||||
ImGui::Begin("Scene Explorer");
|
||||
|
||||
scene.getReg().each([&](entt::entity enttNumber) {
|
||||
Entity entity = Entity(enttNumber, &scene);
|
||||
auto id = entity.GetComponent<BarinkEngine::IdentifierComponent>();
|
||||
|
||||
if (ImGui::Selectable(id.name.c_str(), enttNumber == selected )) {
|
||||
selected = enttNumber;
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
void Viewport(Framebuffer& framebuffer, Scene& scene) {
|
||||
|
||||
unsigned int viewportWindowFlags = ImGuiWindowFlags_NoTitleBar
|
||||
| ImGuiWindowFlags_NoDecoration
|
||||
| ImGuiWindowFlags_NoScrollbar
|
||||
| ImGuiWindowFlags_NoMove
|
||||
| ImGuiWindowFlags_NoCollapse;
|
||||
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2{ 0,0 });
|
||||
ImGui::Begin("Viewport", false, viewportWindowFlags);
|
||||
ImGui::Image((void*)(intptr_t)framebuffer.GetColourAttachment(), ImVec2{ (float)800,(float)600 });
|
||||
|
||||
ImGuizmo::SetDrawlist();
|
||||
ImGuizmo::SetRect(ImGui::GetWindowPos().x, ImGui::GetWindowPos().y, ImGui::GetWindowWidth(), ImGui::GetWindowHeight());
|
||||
ImGuizmo::Enable(true);
|
||||
auto cam = glm::mat4(1.0f);
|
||||
auto eye = glm::vec3(0.0f);
|
||||
auto center = glm::vec3(0.0f);
|
||||
auto up = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
auto view = glm::lookAt(eye, center, up);
|
||||
|
||||
glm::mat4 projection = glm::perspective(glm::radians(90.0f), (800.0f / 600.0f), 0.001f, 100.0f);
|
||||
auto transformMatrix = glm::mat4(1.0f);
|
||||
|
||||
ImGuizmo::Manipulate(glm::value_ptr(view), glm::value_ptr(projection), ImGuizmo::TRANSLATE, ImGuizmo::WORLD, glm::value_ptr(transformMatrix));
|
||||
|
||||
|
||||
//ImGuizmo::Manipulate(glm::value_ptr(static_cam), glm::value_ptr(static_projection), ImGuizmo::TRANSLATE, ImGuizmo::WORLD, glm::value_ptr(trans));
|
||||
ImGuizmo::ViewManipulate(glm::value_ptr(cam), 8.0f, ImVec2{ 0.0f,0.0f }, ImVec2{ 128.0f,128.0f }, 0x10101010);
|
||||
ImGui::End();
|
||||
ImGui::PopStyleVar();
|
||||
|
||||
}
|
||||
|
||||
void Settings() {
|
||||
ImGui::Begin("Settings");
|
||||
ImGui::LabelText("##title-settings", "Fine grain control over your engine... ");
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
void Console() {
|
||||
ImGui::Begin("Console", false);
|
||||
ImGui::Dummy(ImVec2{ 128, 128 });
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
void AssetsFinder() {
|
||||
ImGui::Begin("Asset-Finder", false);
|
||||
ImGui::Dummy(ImVec2{ 128, 128 });
|
||||
ImGui::End();
|
||||
}
|
23
Editor/src/widgets.h
Normal file
23
Editor/src/widgets.h
Normal file
@ -0,0 +1,23 @@
|
||||
#pragma once
|
||||
#include <glm/glm.hpp>
|
||||
#include <imgui.h>
|
||||
#include <string>
|
||||
#include "../../libs/guizmo/ImGuizmo.h"
|
||||
#include "../../BarinkEngine/src/BarinkEngine.h"
|
||||
#include <entt/entt.hpp>
|
||||
#include <entt/entity/fwd.hpp>
|
||||
typedef void ( *voidFunction ) (void);
|
||||
|
||||
void ComponentView(const std::string& componentName, voidFunction func);
|
||||
|
||||
void Inspector(entt::entity entity, Scene& scene);
|
||||
|
||||
void SceneExplorer(entt::entity& selected, Scene& scene);
|
||||
|
||||
void Viewport(Framebuffer& framebuffer, Scene& scene);
|
||||
|
||||
void Settings();
|
||||
|
||||
void Console();
|
||||
|
||||
void AssetsFinder();
|
19
ImGuizmo/premake5.lua
Normal file
19
ImGuizmo/premake5.lua
Normal file
@ -0,0 +1,19 @@
|
||||
project "ImGuizmo"
|
||||
kind "StaticLib"
|
||||
|
||||
includedirs {
|
||||
"../libs/glfw/include",
|
||||
"../libs/ImGui",
|
||||
"../libs/guizmo"
|
||||
}
|
||||
|
||||
files {
|
||||
"../libs/guizmo/*.cpp",
|
||||
}
|
||||
|
||||
libdirs{
|
||||
"../libs/ImGui",
|
||||
"../libs/glad"
|
||||
}
|
||||
|
||||
include("../ImGui")
|
@ -7,6 +7,7 @@
|
||||
#include "GUI.h"
|
||||
#include "Util.h"
|
||||
#include <entt/entt.hpp>
|
||||
#include "../../BarinkEngine/src/PerfCounter.h"
|
||||
|
||||
/*
|
||||
* Define globals
|
||||
@ -16,43 +17,45 @@ Scene scene;
|
||||
BarinkEngine::Renderable* renderable;
|
||||
BarinkEngine::SceneObject* object;
|
||||
Entity cube;
|
||||
|
||||
/*
|
||||
* Runs once at startup
|
||||
* - USe to initialize the game/sandbox/demo
|
||||
*/
|
||||
void Start() {
|
||||
|
||||
cube = scene.AddEntity((std::string&)"cube");
|
||||
auto& render3DComponent = cube.AddComponent<BarinkEngine::Render3DComponent>();
|
||||
auto importer = BarinkEngine::ModelImporter();
|
||||
|
||||
// Load in asset(S)
|
||||
object = importer.Import("build/Debug/Models/Cube.obj");
|
||||
renderable = object->renderable;
|
||||
|
||||
|
||||
// Add Entities to the scene
|
||||
cube = scene.AddEntity("cube");
|
||||
auto& render3DComponent = cube.AddComponent<BarinkEngine::Render3DComponent>();
|
||||
render3DComponent.mesh = *renderable->mesh;
|
||||
cube.GetComponent<BarinkEngine::TransformComponent>()
|
||||
.transform = glm::rotate(glm::mat4(1.0f), 32.0f, glm::vec3(0.5f,1.0f,0.0f));
|
||||
|
||||
|
||||
// Create a second cube
|
||||
|
||||
auto cube2 = scene.AddEntity((std::string&)"Cube2");
|
||||
auto cube2 = scene.AddEntity("Cube2");
|
||||
auto& cube2Render = cube2.AddComponent<BarinkEngine::Render3DComponent>();
|
||||
cube2Render.mesh = *renderable->mesh;
|
||||
cube2Render.color = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
auto& cube2Trans = cube2.GetComponent<BarinkEngine::TransformComponent>();
|
||||
cube2Trans.transform = glm::translate( glm::mat4(1.0f), glm::vec3(1.0f,0.0f, 5.0f));
|
||||
|
||||
|
||||
// Create a light
|
||||
auto AmbientLight = scene.AddEntity("AmbientLight");
|
||||
AmbientLight.AddComponent<BarinkEngine::LightComponent>();
|
||||
|
||||
renderer.Prepare(scene);
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
* Runs every frame
|
||||
* - Use to draw Immediate mode graphics (Not meant for HUD's )
|
||||
@ -60,18 +63,39 @@ void Start() {
|
||||
void ImmediateGraphicsDraw()
|
||||
{
|
||||
// Show internal BarinkEngine stats
|
||||
ShowStats();
|
||||
EngineInstrumentation::ShowStats();
|
||||
|
||||
ImGui::Begin("Render edit");
|
||||
ImGui::Begin("Scene view");
|
||||
auto group = scene.getReg().view<BarinkEngine::IdentifierComponent>();
|
||||
group.each([](auto entity, BarinkEngine::IdentifierComponent& identifier) {
|
||||
|
||||
auto& a = cube.GetComponent<BarinkEngine::Render3DComponent>();
|
||||
|
||||
ImGui::DragFloat3("Color", &a.color[0], 0.01f, 0.0f, 1.0f);
|
||||
|
||||
ImGui::Text("%s", identifier.name.c_str());
|
||||
|
||||
});
|
||||
ImGui::End();
|
||||
|
||||
ImGui::ShowMetricsWindow();
|
||||
|
||||
ImGui::Begin("Settings");
|
||||
|
||||
|
||||
auto& a = cube.GetComponent<BarinkEngine::Render3DComponent>();
|
||||
|
||||
auto& b = cube.GetComponent<BarinkEngine::TransformComponent>();
|
||||
|
||||
ImGui::DragFloat3("Color", &a.color[0], 0.01f, 0.0f, 1.0f);
|
||||
|
||||
ImGui::DragFloat3("Position", &b.transform[3][0], 0.01f, 0.0f, 16.0f);
|
||||
|
||||
auto l = scene.getReg().view<BarinkEngine::LightComponent>();
|
||||
l.each([](auto entity, BarinkEngine::LightComponent& light) {
|
||||
ImGui::Text("Lighting");
|
||||
ImGui::SliderFloat("Intensity", &light.Strength, 0.0f, 1.0f);
|
||||
ImGui::SliderFloat3("l-Color", &light.Color[0], 0.0f, 1.0f);
|
||||
|
||||
});
|
||||
|
||||
ImGui::End();
|
||||
|
||||
}
|
||||
|
||||
@ -80,9 +104,12 @@ void ImmediateGraphicsDraw()
|
||||
* - Meant for game logic ( non-physics related)
|
||||
*/
|
||||
void Update()
|
||||
{
|
||||
}
|
||||
|
||||
void Render()
|
||||
{
|
||||
renderer.Render(scene);
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
@ -91,4 +118,4 @@ void Update()
|
||||
*/
|
||||
void Stop()
|
||||
{
|
||||
}
|
||||
}
|
||||
|
1
libs/guizmo
Submodule
1
libs/guizmo
Submodule
@ -0,0 +1 @@
|
||||
Subproject commit 664cf2d73864a36b2a8b5091d33fc4578c885eca
|
@ -6,7 +6,7 @@ workspace "BarinkEngine"
|
||||
architecture "x86_64"
|
||||
|
||||
targetdir "./%{prj.name}/build/%{cfg.buildcfg}"
|
||||
objdir "./%{prj.name}/%{cfg.buildcfg}/intermediates/"
|
||||
objdir "./%{prj.name}/build/%{cfg.buildcfg}/intermediates/"
|
||||
|
||||
startproject("SandboxApp")
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user