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3 Commits

Author SHA1 Message Date
c62f3615d4 Redering cube in editor 2022-11-03 15:06:42 +01:00
3e75406783 Adding ImGuizmo submodule 2022-11-03 10:42:57 +01:00
65ae892951 Performance sampler added 2022-10-30 16:25:18 +01:00
24 changed files with 454 additions and 176 deletions

3
.gitmodules vendored
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@ -31,3 +31,6 @@
[submodule "libs/entt"]
path = libs/entt
url = https://github.com/skypjack/entt.git
[submodule "libs/guizmo"]
path = libs/guizmo
url = https://github.com/CedricGuillemet/ImGuizmo.git

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@ -60,3 +60,4 @@ project "BarinkEngine"
}
include('../ImGui')
include("../ImGuizmo")

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@ -1,18 +1,19 @@
#include "BarinkEngine.h"
EngineStatistics ES;
extern EngineStatistics ES;
BarinkEngine::Renderer renderer;
const unsigned int MS_PER_UPDATE = 2;
int main(int argc, char* argv[]) {
// Setup performance sampler
PerfomanceSamplerInit();
EngineInstrumentation::PerfomanceSamplerInit();
// Startup services
BarinkWindow MainWindow = BarinkWindow(800, 600);
BarinkWindow MainWindow = BarinkWindow(1200, 700);
renderer = BarinkEngine::Renderer();
InputSystem = BarinkEngine::InputManager();
ES = EngineStatistics();
ES = EngineStatistics{};
InputSystem.attach(&MainWindow);
GUIManager GUISystem = GUIManager(&MainWindow);
@ -20,27 +21,66 @@ int main(int argc, char* argv[]) {
glEnable(GL_DEPTH_TEST);
// First call to setup game
Start();
{
PerfSampler("Start");
Start();
}
double previous = glfwGetTime();
double lag = 0.0;
// Runtime loop
while (!MainWindow.WindowShouldClose()) {
SamplePerformance();
while (!MainWindow.WindowShouldClose())
{
double current = glfwGetTime();
double elapsed = current - previous;
previous = current;
lag += elapsed;
//EngineInstrumentation::Update(); // Todo this does nothing right now and is therefor disabled
// Execute main logic
InputSystem.PollEvents();
Update();
{
PerfSampler("PollEvents");
InputSystem.PollEvents();
GUISystem.Render();
}
MainWindow.SwapBuffers();
{
PerfSampler("Update");
while (lag >= MS_PER_UPDATE) {
Update();
lag -= MS_PER_UPDATE;
}
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
{
PerfSampler("Render");
Render();
}
{
PerfSampler("GUI-Render");
GUISystem.Render();
}
{
PerfSampler("BufferSwap");
MainWindow.SwapBuffers();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
}
// Shutdown game
Stop();
{
PerfSampler("Stop");
Stop();
}
// Shutdown Services
return 0;

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@ -20,5 +20,6 @@
extern BarinkEngine::Renderer renderer;
extern void Start();
extern void Update();
extern void Render();
extern void ImmediateGraphicsDraw();
extern void Stop();

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@ -2,6 +2,7 @@
#include "imgui.h"
#include "backends/imgui_impl_opengl3.h"
#include <backends/imgui_impl_glfw.h>
#include "../../libs/guizmo/ImGuizmo.h"
#include "../BarinkEngine.h"
GUIManager::GUIManager(BarinkWindow* window)
@ -35,8 +36,17 @@ void GUIManager::Render()
ImGui::NewFrame();
ImGuizmo::SetOrthographic(true);
ImGuizmo::BeginFrame();
ImmediateGraphicsDraw();
ImGui::EndFrame();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());

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@ -1,15 +1,15 @@
#include "Buffer.h"
int GpuBuffer::getBufferID() {
int Buffer::getBufferID() {
return id;
}
void GpuBuffer::createBuffer() {
void Buffer::createBuffer() {
glGenBuffers(1, (GLuint*) &id);
}
void GpuBuffer::setBufferData(void* data, size_t dataSize, bool elementBuffer = false ) {
void Buffer::setBufferData(void* data, size_t dataSize, bool elementBuffer = false ) {
if (elementBuffer) {
glBufferData(GL_ELEMENT_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
@ -21,7 +21,7 @@ void GpuBuffer::setBufferData(void* data, size_t dataSize, bool elementBuffer =
}
void GpuBuffer::Bind(bool elementBuffer = false ) {
void Buffer::Bind(bool elementBuffer = false ) {
if (elementBuffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
@ -32,7 +32,7 @@ void GpuBuffer::Bind(bool elementBuffer = false ) {
}
}
void GpuBuffer::Unbind(bool elementBuffer = false) {
void Buffer::Unbind(bool elementBuffer = false) {
if (elementBuffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
@ -42,6 +42,6 @@ void GpuBuffer::Unbind(bool elementBuffer = false) {
}
}
void GpuBuffer::Delete() {
void Buffer::Delete() {
glDeleteBuffers(1, (GLuint*) &id);
}

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@ -1,8 +1,7 @@
#pragma once
#include <glad/glad.h>
class GpuBuffer {
private:
unsigned int id;
class Buffer {
public:
int getBufferID();
@ -16,4 +15,7 @@ public:
void Delete();
private:
unsigned int id;
};

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@ -9,24 +9,44 @@ Framebuffer::Framebuffer()
// Create a colour texture!
glGenTextures(1, &ColourAttachment);
glBindTexture(GL_TEXTURE_2D, ColourAttachment);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGB, 800, 600, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 800, 600, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ColourAttachment, 0);
glBindTexture(GL_TEXTURE_2D, 0);
// Create a depth buffer
glGenRenderbuffers(1, &DepthAttachment);
glBindRenderbuffer(GL_RENDERBUFFER, DepthAttachment);
glGenTextures(1, &DepthAttachment);
glBindTexture(GL_TEXTURE_2D, DepthAttachment);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 800, 600, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferRenderbuffer(GL_RENDERBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, DepthAttachment);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, DepthAttachment, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
/*
* // Render buffer
glGenRenderbuffers(1, &DepthAttachment);
glBindRenderbuffer(GL_RENDERBUFFER, DepthAttachment);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_RENDERBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, DepthAttachment);
*/
@ -39,6 +59,8 @@ Framebuffer::Framebuffer()
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Framebuffer::~Framebuffer()

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@ -8,13 +8,14 @@ public:
Framebuffer();
~Framebuffer();
unsigned int GetId() { return Id; }
unsigned int GetColourAttachment() { return ColourAttachment; }
GLuint GetId() { return Id; }
GLuint GetColourAttachment() { return ColourAttachment; }
GLuint GetDepthAttachment() { return DepthAttachment; }
private:
unsigned int Id = 0;
unsigned int ColourAttachment = 0;
unsigned int DepthAttachment = 0;
GLuint Id = 0;
GLuint ColourAttachment = 0;
GLuint DepthAttachment = 0;
};

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@ -0,0 +1,31 @@
#include "UniformBuffer.h"
#include <glad/glad.h>
UniformBuffer::UniformBuffer(unsigned int size)
{
glGenBuffers(1, &Id );
glBindBuffer(GL_ARRAY_BUFFER, Id);
glBufferData(GL_ARRAY_BUFFER, size, nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
UniformBuffer::~UniformBuffer()
{
glDeleteBuffers(1, &Id);
}
void UniformBuffer::setData( unsigned int offset , unsigned int size , void* data)
{
glBindBuffer(GL_ARRAY_BUFFER, Id);
glBufferSubData(GL_ARRAY_BUFFER, offset , size, data);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void UniformBuffer::setDescriptor(unsigned int index, unsigned int size , unsigned int stride, void* pointer)
{
glBindBuffer(GL_ARRAY_BUFFER, Id);
glVertexAttribPointer(index, size, GL_FLOAT, GL_FALSE, stride, pointer);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}

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@ -0,0 +1,15 @@
#pragma once
class UniformBuffer {
public:
UniformBuffer (unsigned int size);
~UniformBuffer();
void setData(unsigned int offset, unsigned int size, void* data);
void setDescriptor(unsigned int index, unsigned int size, unsigned int stride, void* pointer);
private:
unsigned int Id;
};

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@ -22,8 +22,8 @@ private:
std::vector<unsigned int > indices;
GpuBuffer vertexBuffer;
GpuBuffer elementBuffer;
Buffer vertexBuffer;
Buffer elementBuffer;
VertexArray VAO;

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@ -16,8 +16,8 @@ void BarinkEngine::Renderer::Prepare(Scene& scene ) {
auto group = scene.getReg().view<BarinkEngine::Render3DComponent>();
group.each([](auto enity, BarinkEngine::Render3DComponent& renderComponent) {
VertexArray va = VertexArray();
GpuBuffer vertexBuffer = GpuBuffer();
GpuBuffer elementBuffer = GpuBuffer();
Buffer vertexBuffer = Buffer();
Buffer elementBuffer = Buffer();
va.Create();
va.Bind();
@ -45,6 +45,8 @@ void BarinkEngine::Renderer::Prepare(Scene& scene ) {
});
}
void BarinkEngine::Renderer::Render(Scene& scene)
{
auto group = scene.getReg().view<TransformComponent, Render3DComponent>();
@ -66,7 +68,7 @@ void BarinkEngine::Renderer::Render(Scene& scene)
renderComponent.shader.setUniformMat4("V", cam.GetViewMatrix());
renderComponent.shader.setUniformMat4("P", projection);
//std::cout << "Draw " << renderComponent.mesh.elements.size() << " elements" << std::endl;
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(renderComponent.mesh.elements.size()) ,
GL_UNSIGNED_INT, NULL);
@ -75,5 +77,17 @@ void BarinkEngine::Renderer::Render(Scene& scene)
}
void Render(Framebuffer& framebuffer)
{}
void BarinkEngine::Renderer::Render(Framebuffer& framebuffer, Scene& scene)
{
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.GetId());
glClearColor(.5f, .0f, .5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Render(scene);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}

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@ -22,6 +22,6 @@ namespace BarinkEngine {
void Prepare(Scene& scene);
void Render(Scene& scene );
void Render(Framebuffer& framebuffer);
void Render(Framebuffer& framebuffer, Scene& scene);
};
}

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@ -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;
}

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@ -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 );
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;
};

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@ -3,6 +3,7 @@
#include "Components.h"
Scene::Scene()
{
m_registry = entt::basic_registry();
}
Scene::~Scene()

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@ -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"
}
}

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@ -1,83 +1,79 @@
#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 "../../BarinkEngine/src/Graphics/Memory/Framebuffer.h"
#include <imgui.h>
#include "../../BarinkEngine/src/PerfCounter.cpp"
#include "../../BarinkEngine/src/Scene/Entity.h"
#include "stb_image.h"
#include "../../libs/guizmo/ImGuizmo.h"
#include "../../libs/glm/glm/gtc/type_ptr.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include "widgets/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;
/*
* Runs once at startup
* - USe to initialize the game/sandbox/demo
*/
void Start() {
auto io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("build/Debug/Fonts/Roboto-Regular.ttf", 18);
framebuffer = new Framebuffer();
// 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);
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);
shader = new Shader(vertexShaderSource, fragmentShaderSource);
cube.GetComponent<BarinkEngine::TransformComponent>().transform = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f, 0.0f, 5.0f));
renderer.Prepare(Level1);
// Create a cube node
// create an ambient light source
auto AmbientLight = Level1.AddEntity("AmbientLight");
AmbientLight.AddComponent<BarinkEngine::LightComponent>();
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);
std::cout << "Colour attachment id; " << framebuffer->GetColourAttachment() << std::endl;
// 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;
renderer.Prepare(Level1);
Level1->GetRoot().addChild(*cube);
memset(code, '\0', 254);
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);
}
/*
* 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();
}
@ -85,45 +81,43 @@ void ImmediateGraphicsDraw()
// Show internal BarinkEngine stats
ShowStats();
//ShowStats();
Viewport(*framebuffer , Level1);
Inspector();
SceneExplorer(Level1);
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::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();
ImGui::ShowMetricsWindow();
}
void Render()
{
renderer.Render( *framebuffer, Level1);
}
/*
* Runs every frame
* - Meant for game logic ( non-physics related)
*/
void Update()
{
// glBindFramebuffer(GL_FRAMEBUFFER, framebuffer->GetId());
renderer.Render(*framebuffer);
}
// glBindFramebuffer(GL_FRAMEBUFFER, 0);
/*
* Runs every physics update
*/
void fixed_update()
{
}
/*
@ -133,6 +127,4 @@ void Update()
void Stop()
{
delete framebuffer;
delete MI;
delete shader;
}

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@ -0,0 +1,79 @@
#pragma once
#include <glm/glm.hpp>
#include <imgui.h>
inline void Inspector () {
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);
ImGui::BeginChild("Camera");
ImGui::SliderFloat("Zoom", &Zoom, 10, 190);
ImGui::InputFloat3("Position:", &Position[0]);
ImGui::InputFloat3("Rotation:", &Rotation[0]);
ImGui::EndChild();
ImGui::BeginChild("Scripting");
ImGui::Text("Hello world!");
ImGui::EndChild();
ImGui::End();
}
inline void SceneExplorer(Scene& scene)
{
ImGui::Begin("Scene Explorer");
scene.getReg().each([&](auto entity) {
auto id = scene.getReg().get<BarinkEngine::IdentifierComponent>(entity);
ImGui::LabelText("##myObject", "%s", id.name.c_str());
});
ImGui::End();
}
inline 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);
//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();
}
inline void Settings() {
ImGui::Begin("Settings");
ImGui::LabelText("##title-settings", "Fine grain control over your engine... ");
ImGui::End();
}
inline void Console() {
ImGui::Begin("Console", false );
ImGui::Dummy(ImVec2{ 128, 128 });
ImGui::End();
}
inline void AssetsFinder() {
ImGui::Begin("Asset-Finder", false );
ImGui::Dummy(ImVec2{ 128, 128 });
ImGui::End();
}

19
ImGuizmo/premake5.lua Normal file
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@ -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")

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@ -7,6 +7,7 @@
#include "GUI.h"
#include "Util.h"
#include <entt/entt.hpp>
#include "../../BarinkEngine/src/PerfCounter.h"
/*
* Define globals
@ -16,6 +17,7 @@ Scene scene;
BarinkEngine::Renderable* renderable;
BarinkEngine::SceneObject* object;
Entity cube;
/*
* Runs once at startup
* - USe to initialize the game/sandbox/demo
@ -49,19 +51,11 @@ void Start() {
auto AmbientLight = scene.AddEntity("AmbientLight");
AmbientLight.AddComponent<BarinkEngine::LightComponent>();
renderer.Prepare(scene);
}
bool showImGuiMetrics = false;
/*
* Runs every frame
* - Use to draw Immediate mode graphics (Not meant for HUD's )
@ -69,7 +63,7 @@ bool showImGuiMetrics = false;
void ImmediateGraphicsDraw()
{
// Show internal BarinkEngine stats
ShowStats();
EngineInstrumentation::ShowStats();
ImGui::Begin("Scene view");
auto group = scene.getReg().view<BarinkEngine::IdentifierComponent>();
@ -79,18 +73,12 @@ void ImmediateGraphicsDraw()
});
ImGui::End();
ImGui::ShowMetricsWindow();
ImGui::Begin("Settings");
if (ImGui::Button("ImGui Debug"))
{
std::cout << "Click!" << std::endl;
showImGuiMetrics = true;
}
ImGui::ShowMetricsWindow(&showImGuiMetrics);
auto& a = cube.GetComponent<BarinkEngine::Render3DComponent>();
auto& b = cube.GetComponent<BarinkEngine::TransformComponent>();
@ -106,13 +94,9 @@ void ImmediateGraphicsDraw()
ImGui::SliderFloat3("l-Color", &light.Color[0], 0.0f, 1.0f);
});
ImGui::End();
}
/*
@ -120,9 +104,12 @@ void ImmediateGraphicsDraw()
* - Meant for game logic ( non-physics related)
*/
void Update()
{
}
void Render()
{
renderer.Render(scene);
}
/*
@ -131,4 +118,4 @@ void Update()
*/
void Stop()
{
}
}

1
libs/guizmo Submodule

@ -0,0 +1 @@
Subproject commit 664cf2d73864a36b2a8b5091d33fc4578c885eca

View File

@ -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")