Big clean up, getting ready for new AssetManagement

* Removing Old EventSystem
* Removing Assets from Editor project
* Clean up of EditorLayer.h
* Moving primitives of renderer out of their subfolder
main
Nigel Barink 2023-06-05 17:47:40 +02:00
parent 7ec13a7020
commit 19b630104c
62 changed files with 431 additions and 867 deletions

1
.gitattributes vendored
View File

@ -1,3 +1,4 @@
*.png filter=lfs diff=lfs merge=lfs -text
*.webp filter=lfs diff=lfs merge=lfs -text
*.xcf filter=lfs diff=lfs merge=lfs -text
*.jpeg filter=lfs diff=lfs merge=lfs -text

View File

@ -6,7 +6,6 @@ buildmessage "Building editor ..."
links{
"YoggieEngine",
"ImGuizmo",
"yaml-cpp",
"nfd"
}

BIN
Editor/rsc/Yoggie2.jpeg (Stored with Git LFS) Normal file

Binary file not shown.

View File

@ -1,56 +0,0 @@
#pragma once
#include "../../YoggieEngine/src/YoggieEngine.h"
#include <filesystem>
#include <string>
#include "uuid.h"
enum class ASSET_TYPE {
Unknown = -1,
Mesh,
Texture,
Material,
Shader,
Model,
File
};
class Asset {
public:
Asset(const char* name): name(name) {}
virtual ASSET_TYPE GetType() { return detectAssetType(); }
const char* GetName() const { return name.c_str(); }
void setName(std::string& name) { name = name.c_str(); }
void setFilPath(std::string& path) { file = std::filesystem::path(path); }
std::string getId() { return Id.String(); }
protected:
uuid::v4::UUID Id = uuid::v4::UUID::New();
std::string name;
std::filesystem::path file;
ASSET_TYPE detectAssetType() {
auto ext = (file.extension()).string();
if (ext == ".obj" || ext == ".gltf" || ext == ".fbx" || ext == ".stl") {
return ASSET_TYPE::Model;
}
else if (ext == ".yproj") {
return ASSET_TYPE::File;
}
else if (ext == ".vs" || ext == ".fs") {
return ASSET_TYPE::File;
}
else {
spdlog::warn("unknown file!");
return ASSET_TYPE::Unknown;
}
}
};

View File

@ -1,105 +0,0 @@
#pragma once
#include "../../YoggieEngine/src/YoggieEngine.h"
#include "../EditorWindow.h"
#include "AssetRegistry.h"
const char* hidden_extensions [] {
".exe",
".pdb",
".idb",
".dll",
".ini"
};
class AssetFinder : public EditorWindow {
public:
AssetFinder () : EditorWindow("Assets") {}
AssetFinder(const std::filesystem::path& projectdirectory) : EditorWindow("Assets")
{
assetIcon = YoggieEngine::Texture("rsc/AssetIcon.png");
spdlog::info("asset iconID: {0}", assetIcon.GetID());
for (auto& dir_entry : std::filesystem::directory_iterator(projectdirectory)) {
auto filepath = dir_entry.path();
if (dir_entry.is_directory() || dir_entry.is_symlink() || dir_entry.is_socket())
continue;
bool has_hidden_extension = false;
for (auto hide : hidden_extensions) {
if (filepath.extension() == hide)
{
has_hidden_extension = true;
break;
}
}
if (has_hidden_extension)
continue;
Asset asset(filepath.filename().string().c_str());
auto filepathStr = filepath.string();
asset.setFilPath(filepathStr);
spdlog::info("Created asset: {0}", asset.GetName());
files.push_back(asset);
}
}
void Draw() override {
ImGui::DragInt("IconSize", &iconSize, 1, 30, 90);
ImGui::DragInt("Maximum Columns", &maxColumns, 1, 1, 6);
if (ImGui::BeginTable("##resources", 3))
{
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.f, 0.f, 0.f, 0.f));
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(0.f, 0.f, 0.f, 0.f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(1.f, 1.f, 1.f, 0.2f));
int row = 0;
int column = 0;
for (auto& asset : files ) {
if (column % 3 == 0) {
ImGui::TableNextRow();
column = 0;
row++;
}
ImGui::TableSetColumnIndex(column);
ImGui::ImageButton(
(ImTextureID)assetIcon.GetID(),
ImVec2{ (float)iconSize, (float)iconSize });
ImGui::Text(asset.GetName(), row);
column++;
}
ImGui::PopStyleColor(3);
ImGui::EndTable();
}
}
private:
std::vector <Asset> files = std::vector<Asset>();
int iconSize = 60;
int maxColumns = 3;
YoggieEngine::Texture folderIcon;
YoggieEngine::Texture assetIcon;
};

View File

@ -1,9 +0,0 @@
#pragma once
#include <filesystem>
#include "../Asset.h"
class AssetLoader {
public:
virtual Asset LoadAsset(std::filesystem::path& path) = 0;
// virtual void PackageAsset(Asset& asset ) = 0;
};

View File

@ -1,109 +0,0 @@
#include "ModelLoader.h"
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
void ProcessVertices(aiMesh* mesh, std::vector<YoggieEngine::Vertex>& out_vertices) {
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
YoggieEngine::Vertex v{};
glm::vec3 vector;
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
v.vertices = vector;
if (mesh->mTextureCoords[0]) {
glm::vec2 texCoord;
texCoord.x = mesh->mTextureCoords[0][i].x;
texCoord.y = mesh->mTextureCoords[0][i].y;
v.uv = texCoord;
}
out_vertices.push_back(v);
}
}
void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices) {
for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
aiFace face = mesh->mFaces[i];
if (face.mNumIndices < 3)
continue;
for (unsigned int j = 0; j < face.mNumIndices; j++) {
out_indices.push_back(face.mIndices[j]);
}
}
}
YoggieEngine::Mesh processMesh(aiMesh* mesh, const aiScene* scene) {
std::vector<unsigned int> indices;
std::vector<YoggieEngine::Vertex> vertices;
ProcessVertices(mesh, vertices);
ProcessIndices(mesh, indices);
YoggieEngine::Mesh result;
result.vertices = vertices;
result.elements = indices;
return result;
}
std::vector<YoggieEngine::Mesh> processNode(aiNode* node, const aiScene* scene) {
std::vector<YoggieEngine::Mesh> meshes = std::vector<YoggieEngine::Mesh>();
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene));
}
for (unsigned int i = 0; i < node->mNumChildren; i++) {
auto m2 = processNode(node->mChildren[i], scene);
for (auto m : m2) {
meshes.push_back(m);
}
}
return meshes;
}
Asset ModelLoader::LoadAsset(std::filesystem::path& path) {
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path.string(), aiProcess_Triangulate | aiProcess_FlipUVs);
aiNode* currentNode = scene->mRootNode;
spdlog::info("Loading meshes!" );
auto meshes = processNode(currentNode, scene);
spdlog::info("Model file contained {0} meshes", meshes.size() );
return Asset("Mesh");
}

View File

@ -1,8 +0,0 @@
#pragma once
#include "AssetLoader.h"
class ModelLoader : AssetLoader {
public:
Asset LoadAsset(std::filesystem::path& path);
};

View File

@ -1,140 +0,0 @@
#include "AssetRegistry.h"
#include <iostream>
#include <fstream>
#include <spdlog/spdlog.h>
/*
* this is still a very naive approach to the asset manager
*/
AssetRegistry::AssetRegistry()
{
}
void AssetRegistry::RegisterAsset(Asset& asset)
{
Assets.try_emplace(asset.getId() , asset);
}
void AssetRegistry::UnregisterAsset(Asset& asset) {
Assets.erase(asset.getId());
}
YoggieEngine::Mesh* AssetRegistry::LoadFromAssetFile(const std::filesystem::path assetPath)
{
YoggieEngine::Mesh* imported = nullptr;
std::ifstream AssetFile;
AssetFile.open(assetPath, std::ios::binary);
if (AssetFile.is_open()) {
char* Header = (char*)malloc(8);
unsigned long long Vsize = 0;
uint32_t Vnum = 0;
uint32_t Enum = 0;
// Read header
AssetFile.read(Header, 8);
AssetFile.read((char*)&Vsize, sizeof(unsigned long long));
AssetFile.read((char*)&Vnum, sizeof(uint32_t));
AssetFile.read((char*)&Enum, sizeof(uint32_t));
// print Header info
spdlog::info("File has header: {0}", Header);
spdlog::info ( "Vertex size: {0}", Vsize );
spdlog::info("Number of Vertices: {0}" ,Vnum );
spdlog::info ("Number of Elements: " , Enum );
free(Header);
imported = new YoggieEngine::Mesh();
// Load Vertices (Vertex + UV )
imported->vertices = std::vector < YoggieEngine::Vertex>();
for (int i = 0; i < Vnum; i++)
{
YoggieEngine::Vertex data = YoggieEngine::Vertex();
AssetFile.read((char*)&data, Vsize);
imported->vertices.push_back(data);
}
// skip x bytes
AssetFile.ignore(sizeof(char) * 3);
// Load Elements
imported->elements = std::vector<unsigned int>();
for (int i = 0; i < Enum; i++) {
unsigned int data = 0;
AssetFile.read((char*)&data, sizeof(unsigned int));
imported->elements.push_back(data);
}
}
else {
spdlog::error( "Failed ot open mesh " );
}
return imported;
}
/*
YoggieEngine::Renderable* AssetRegistry::LoadFromSource(const std::filesystem::path srcPath, const std::filesystem::path assetFolder)
{
* auto model = (YoggieEngine::ModelImporter()).Import(srcPath.string());
YoggieEngine::Mesh* exportMesh = model->renderable->mesh;
std::filesystem::path MeshFileName = assetFolder / srcPath.filename().replace_extension(".mesh");
spdlog::info( "Save path: {0}" , MeshFileName );
std::ofstream meshAsset;
meshAsset.open(MeshFileName, std::ios::binary);
if (meshAsset.is_open()) {
// write a header
static const char* HEADER = "MESH";
meshAsset.write(HEADER, sizeof(HEADER));
auto Vsize = sizeof(YoggieEngine::Vertex);
spdlog::info( "size of vertex: {0}" ,Vsize );
spdlog::info("Addr of vSize: {0}" , &Vsize );
auto Vnum = exportMesh->vertices.size();
auto Enum = exportMesh->elements.size();
meshAsset.write((char*)&Vsize, sizeof(unsigned long long));
meshAsset.write((char*)&Vnum, sizeof(uint32_t));
meshAsset.write((char*)&Enum, sizeof(uint32_t));
// write all vertices
for (auto& vertice : exportMesh->vertices)
{
meshAsset.write((char*)&vertice, sizeof(vertice));
}
// write 3 x 0 byte
meshAsset.write((const char*)"\0\0\0", sizeof(char) * 3);
// write all indices
for (auto index : exportMesh->elements) {
meshAsset.write((char*)&index, sizeof(index));
}
meshAsset.close();
}
else {
spdlog::error("Failed to create/open mesh file.");
}
return model->renderable;
return nullptr;
}
*/

View File

@ -1,26 +0,0 @@
#pragma once
#include <vector>
#include "Asset.h"
#include "uuid.h"
class AssetRegistry {
public:
AssetRegistry();
//AssetRegistry(AssetPack);
void RegisterAsset(Asset& asset);
void UnregisterAsset(Asset& asset);
void Update();
static YoggieEngine::Mesh* LoadFromAssetFile(const std::filesystem::path assetPath);
// static YoggieEngine::Renderable* LoadFromSource(const std::filesystem::path srcPath, const std::filesystem::path assetFolder);
private:
int unique_number = 0;
std::map<std::string , Asset> Assets = std::map<std::string, Asset> ();
};

View File

@ -1,31 +1,16 @@
#pragma once
#include <iostream>
#include <mini/ini.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <nfd.h>
#include "AssetManagement/SceneSerializer.h"
#include "AssetManagement/AssetFinder.h"
#include "PropertyPanels/Inspector.h"
#include "AssetManagement/uuid.h"
#include "Project/Settings.h"
#include "Console.h"
#include "AssetManagement/AssetLoaders/ModelLoader.h"
#include "IconsMaterialDesign.h"
#include "Project/Project.h"
#include <ImGuizmo.h>
#include "EditorCamera.h"
#include "../../YoggieEngine/src/Graphics/Memory/VertexArray.h"
#include "../../YoggieEngine/src/Graphics/Memory/Buffer.h"
#include "Inspector.h"
#include "Console.h"
#include "IconsMaterialDesign.h"
#include "Project.h"
#include "EditorCamera.h"
using namespace YoggieEngine;
const float movement_speed = 0.1f;
static float lastX = 400, lastY = 300;
const float sensitivity = 0.1;
static bool firstMouse = true;
class EditorLayer : public Layer {
@ -33,129 +18,31 @@ class EditorLayer : public Layer {
public:
EditorLayer() :
Layer(),
Logo("rsc/Yoggie.png"),
inspector(Selected),
scene(),
renderer()
{
spdlog::info("Colour attachment id: {0}", renderer.getCurrentFrameBuffer().GetColourAttachment());
Selected = YoggieEngine::Entity((entt::entity)-1, &scene);
AssetRegistry assetManager = AssetRegistry();
// ModelLoader modelLoader = ModelLoader();
Logo.Load("rsc/Yoggie.png");
spdlog::info("{0}", project.GetProjectDirectory().string());
//auto latern = modelLoader.LoadAsset(std::filesystem::path("build/debug/Models/Latern.gltf"));
//spdlog::info("Loaded mesh: {0}", latern.GetName());
Selected = YoggieEngine::Entity((entt::entity)-1, &scene);
}
void OnStartup() override {
std::string path = (std::filesystem::current_path()).string();
project.setProjectDirectory(path);
assetsView = AssetFinder(project.GetProjectDirectory());
LoadLastOrEmptyProject();
auto cubePath = std::filesystem::path("build/debug/Models/cube.obj");
cube = (ModelLoader()).LoadAsset(cubePath);
//Settings settings = Settings();
//Console console = Console();
}
void OnUpdate() override {
scene.Update();
auto components = scene.getReg().view<Render3DComponent>();
for(auto component : components){
auto& renderComponent = YoggieEngine::Entity(component, &scene).GetComponent<Render3DComponent>();
renderComponent.mesh = cube;
if (renderComponent.VAO == 0 || renderComponent.IBO == 0) {
VertexArray va = VertexArray();
Buffer vertexBuffer = Buffer();
Buffer elementBuffer = Buffer();
va.Create();
va.Bind();
vertexBuffer.createBuffer();
vertexBuffer.Bind(false);
vertexBuffer.setBufferData((void*)&renderComponent.mesh.vertices[0], renderComponent.mesh.vertices.size() * sizeof(Vertex), false);
elementBuffer.createBuffer();
elementBuffer.Bind(true);
elementBuffer.setBufferData((void*)&renderComponent.mesh.elements[0], renderComponent.mesh.elements.size() * sizeof(unsigned int), true);
va.AttachAttribute(0, 3, sizeof(Vertex));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
va.Unbind();
vertexBuffer.Unbind(false);
elementBuffer.Unbind(true);
renderComponent.VAO = va.getID();
renderComponent.IBO = elementBuffer.getBufferID();
}
}
renderer.Render(scene, *camera);
}
bool OnKey(int key, int mode) override {
if (SceneisFocused) {
if (key == YOGGIE_KEY_UP)
camera->Rotation.x += movement_speed;
if (key == YOGGIE_KEY_DOWN)
camera->Rotation.x -= movement_speed;
if (key == YOGGIE_KEY_LEFT)
camera->Rotation.y += movement_speed;
if (key == YOGGIE_KEY_RIGHT)
camera->Rotation.y -= movement_speed;
if (key == YOGGIE_KEY_A)
camera->Position += glm::vec3(1.0f, 0.0f, 0.0f) * movement_speed;
if (key == YOGGIE_KEY_S)
camera->Position += glm::vec3(0.0f, 0.0f, -1.0f) * movement_speed;
if (key == YOGGIE_KEY_D)
camera->Position -= glm::vec3(1.0f, 0.0f, 0.0f) * movement_speed;
if (key == GLFW_KEY_W)
camera->Position -= glm::vec3(0.0f, 0.0f, -1.0f) * movement_speed;
}
return true;
}
ImGuizmo::OPERATION activeOperation = ImGuizmo::OPERATION::TRANSLATE;
void OnUI() override {
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, { ImGui::GetWindowWidth(), 7 });
@ -272,15 +159,6 @@ public:
switch (result) {
case(NFD_OKAY):
{
YoggieEngine::Mesh* importedMesh = AssetRegistry::LoadFromAssetFile(path);
if (importedMesh != nullptr)
{
auto full_name = std::filesystem::path(path);
// auto importedModel = scene.AddEntity(full_name.filename().u8string());
// auto& rendererComponent = importedModel.AddComponent<YoggieEngine::Render3DComponent>();
// rendererComponent.mesh = *importedMesh;
}
}
break;
@ -307,13 +185,6 @@ public:
ImGui::SameLine(ImGui::GetWindowWidth() - 120);
/*
ImGui::PopStyleColor();
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.1f, 0.1f, 0.1f, 0.01f));
if (ImGui::Button(ICON_MD_MINIMIZE)) { spdlog::info("Minimize"); }
if (ImGui::Button(ICON_MD_MAXIMIZE)) { spdlog::info("Maximize"); }
if (ImGui::Button(ICON_MD_CLOSE)) { spdlog::info("Quit"); }
*/
ImGui::PopStyleColor(1);
ImGui::PopStyleVar();
@ -412,7 +283,7 @@ public:
// spdlog::info("{0}x{1}", ImGui::GetWindowWidth(), ImGui::GetWindowHeight());
SceneisFocused = ImGui::IsWindowFocused() || ImGui::IsWindowHovered();
ImGui::Image((ImTextureID)(intptr_t)renderer.getCurrentFrameBuffer().GetColourAttachment(),
ImVec2{(float)ImGui::GetWindowWidth(),(float)ImGui::GetWindowHeight()},ImVec2{1,1}, ImVec2{0,0});
ImVec2{(float)ImGui::GetWindowWidth(),(float)ImGui::GetWindowHeight()});
@ -472,14 +343,74 @@ public:
ImGui::End();
inspector.Update();
/*
{
ImGui::Begin("Asset", nullptr);
const char* hidden_extensions[]{
".exe",
".pdb",
".idb",
".dll",
".ini"
};
//settings.Update();
//console.Update();
std::vector <Asset> files = std::vector<Asset>();
assetsView.Update();
int iconSize = 60;
int maxColumns = 3;
YoggieEngine::Texture folderIcon;
YoggieEngine::Texture assetIcon;
assetIcon = YoggieEngine::Texture("rsc/AssetIcon.png");
ImGui::DragInt("IconSize", &iconSize, 1, 30, 90);
ImGui::DragInt("Max. Columns", &maxColumns, 1, 1, 6);
if (ImGui::BeginTable("##Resources", 3)) {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.f, 0.f, 0.f, 0.f));
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(0.f, 0.f, 0.f, 0.f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(1.f, 1.f, 1.f, 0.2f));
int row = 0;
int column = 0;
for (auto& asset : files) {
if (column % 3 == 0) {
ImGui::TableNextRow();
column = 0;
row++;
}
ImGui::TableSetColumnIndex(column);
ImGui::ImageButton(
(ImTextureID)assetIcon.GetID(),
ImVec2{ (float)iconSize, (float)iconSize });
ImGui::Text(asset.GetName(), row);
column++;
}
ImGui::PopStyleColor(3);
ImGui::EndTable();
}
ImGui::End();
}
*/
ImGui::ShowDemoWindow();
//ImGui::ShowMetricsWindow();
}
@ -496,23 +427,64 @@ public:
}
bool OnKey(int key, int mode) override {
float movement_speed = 0.10f;
if (SceneisFocused) {
if (key == YOGGIE_KEY_UP)
camera->Rotation.x += movement_speed;
if (key == YOGGIE_KEY_DOWN)
camera->Rotation.x -= movement_speed;
if (key == YOGGIE_KEY_LEFT)
camera->Rotation.y += movement_speed;
if (key == YOGGIE_KEY_RIGHT)
camera->Rotation.y -= movement_speed;
if (key == YOGGIE_KEY_A)
camera->Position += glm::vec3(1.0f, 0.0f, 0.0f) * movement_speed;
if (key == YOGGIE_KEY_S)
camera->Position += glm::vec3(0.0f, 0.0f, -1.0f) * movement_speed;
if (key == YOGGIE_KEY_D)
camera->Position -= glm::vec3(1.0f, 0.0f, 0.0f) * movement_speed;
if (key == GLFW_KEY_W)
camera->Position -= glm::vec3(0.0f, 0.0f, -1.0f) * movement_speed;
}
return true;
}
private:
Inspector inspector;
AssetFinder assetsView;
Renderer renderer;
EditorCamera* camera = new EditorCamera();
bool SimulatePhysics = true;
YoggieEngine::Entity Selected;
Project project;
Scene scene;
char* path = nullptr;
Texture Logo;
Renderer renderer;
EditorCamera* camera = new EditorCamera();
Mesh cube ;
bool SimulatePhysics = true;
bool SceneisFocused = false;
YoggieEngine::Entity Selected;
ImGuizmo::OPERATION activeOperation = ImGuizmo::OPERATION::TRANSLATE;
char* path = nullptr;
Texture Logo;
void LoadLastOrEmptyProject() {
// Check if there is a last known loaded project and
// load that one .
@ -536,7 +508,7 @@ private:
{
Project::LoadProject(ini["cache"]["project"], project);
LoadScene(ini["cache"]["scene"], scene);
///LoadScene(ini["cache"]["scene"], scene);
}
else

View File

@ -1,6 +1,6 @@
#include "Inspector.h"
#include "../TransformVec3.h"
#include "../IconsMaterialDesign.h"
#include "TransformVec3.h"
#include "IconsMaterialDesign.h"
void Inspector::Draw()
{

View File

@ -1,6 +1,6 @@
#pragma once
#include "../../YoggieEngine/src/YoggieEngine.h"
#include "../EditorWindow.h"
#include "EditorWindow.h"
typedef void (*voidFunction) (void);

View File

@ -1,48 +0,0 @@
#include "Settings.h"
void Settings::Draw() {
ImGui::LabelText("##title-settings", "Fine grain control over the engine!");
if (ImGui::BeginCombo("Graphics API", GraphicsAPI[selectedGfxAPI])) {
for (int i = 0; i < 3; i++) {
bool isSelected = i == selectedGfxAPI;
if (ImGui::Selectable(GraphicsAPI[i], isSelected)) {
selectedGfxAPI = i;
}
if (isSelected)
ImGui::SetItemDefaultFocus();
}
ImGui::EndCombo();
}
ImGui::NewLine();
if (ImGui::BeginCombo("Physics Engine", PhysicsEngine[selectedPhysicsEngine])) {
for (int i = 0; i < 2; i++) {
bool isSelected = i == selectedPhysicsEngine;
if (ImGui::Selectable(PhysicsEngine[i], isSelected)) {
selectedGfxAPI = i;
}
if (isSelected)
ImGui::SetItemDefaultFocus();
}
ImGui::EndCombo();
}
ImGui::InputFloat3("Gravity", glm::value_ptr(Gravity));
ImGui::NewLine();
if (ImGui::Button("Show Advanced options ")) {
ShowAdvancedOptions = !ShowAdvancedOptions;
}
if (ShowAdvancedOptions)
{
ImGui::Checkbox("Debug Engine", &DebugEngine);
}
}

View File

@ -1,30 +0,0 @@
#pragma once
#include "../../YoggieEngine/src/YoggieEngine.h"
#include "../EditorWindow.h"
class Settings : public EditorWindow {
public:
Settings() : EditorWindow("Settings") {}
void Draw() override;
private:
int selectedGfxAPI = 0;
int selectedPhysicsEngine = 0;
glm::vec3 Gravity = glm::vec3(0.0f, -9.81f, 0.0f);
bool ShowAdvancedOptions = false;
bool DebugEngine = false;
const char* PhysicsEngine[2] = {
"PhysX",
"Jolt Physics"
};
const char* GraphicsAPI[3] = {
"OpenGL",
"Vulkan",
"Metal (Apple)"
};
};

View File

@ -12,7 +12,6 @@ public:
void Run() override
{
PushLayer(new EditorLayer());
Application::Run();
}

View File

@ -40,7 +40,7 @@ project "YoggieEngine"
"../libs/steam-audio/include",
"../libs/ImGui",
"../libs/yaml-cpp/include"
}
links {
@ -51,6 +51,7 @@ project "YoggieEngine"
"assimp-vc143-mtd",
"glfw3",
"ImGui",
"yaml-cpp",
"PhysX_64",
"PhysXCooking_64",

View File

@ -0,0 +1,21 @@
#pragma once
#include "uuid.h"
typedef uuid::v4::UUID AssetHandle;
enum class AssetType {
Unknown = -1,
Mesh,
Texture,
Material,
Shader
};
struct Asset {
//AssetHandle Handle;
//template<class T >
//static AssetType GetType(T t) { return t.GetType(); }
virtual AssetType GetType() { return AssetType::Unknown; }
};

View File

@ -0,0 +1,143 @@
#include <YoggieEngine.h>
#include "AssetImporter.h"
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
namespace YoggieEngine {
void ProcessVertices(aiMesh* mesh, std::vector<YoggieEngine::Vertex>& out_vertices) {
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
YoggieEngine::Vertex v{};
glm::vec3 vector{};
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
v.vertices = vector;
if (mesh->mTextureCoords[0]) {
glm::vec2 texCoord{};
texCoord.x = mesh->mTextureCoords[0][i].x;
texCoord.y = mesh->mTextureCoords[0][i].y;
v.uv = texCoord;
}
out_vertices.push_back(v);
}
}
void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices) {
for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
aiFace face = mesh->mFaces[i];
if (face.mNumIndices < 3)
continue;
for (unsigned int j = 0; j < face.mNumIndices; j++) {
out_indices.push_back(face.mIndices[j]);
}
}
}
YoggieEngine::Mesh processMesh(aiMesh* mesh, const aiScene* scene) {
std::vector<unsigned int> indices;
std::vector<YoggieEngine::Vertex> vertices;
ProcessVertices(mesh, vertices);
ProcessIndices(mesh, indices);
YoggieEngine::Mesh result;
result.vertices = vertices;
result.elements = indices;
return result;
}
std::vector<YoggieEngine::Mesh> processNode(aiNode* node, const aiScene* scene) {
std::vector<YoggieEngine::Mesh> meshes = std::vector<YoggieEngine::Mesh>();
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene));
}
for (unsigned int i = 0; i < node->mNumChildren; i++) {
auto m2 = processNode(node->mChildren[i], scene);
for (auto m : m2) {
meshes.push_back(m);
}
}
return meshes;
}
void LoadModelFile(std::filesystem::path path) {
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path.string(), aiProcess_Triangulate | aiProcess_FlipUVs);
aiNode* currentNode = scene->mRootNode;
auto meshes = processNode(currentNode, scene);
}
bool IsSupportedImageFormat(const std::string& extension) {
static std::vector<std::string> supported_image_extensions = { "jpeg", "jpg", "png","bmp","hdr","psd","tga","gif","pic","psd","pgm","ppm" };
for (auto support_extension : supported_image_extensions) {
if (extension == support_extension)
return true;
}
return false;
}
Asset AssetImporter::ImportAsset(AssetMetadata& metadata) {
static Asset emptyAsset;
// Check file extension so we can choose our loader
if (metadata.filepath.has_extension() == true)
{
spdlog::error("Asset file has no extension!");
}
const auto extension = metadata.filepath.extension().string();
// Handle as Model file
bool IsSupportedModelFile = importer.IsExtensionSupported(extension);
if (IsSupportedModelFile) {
LoadModelFile(metadata.filepath);
return emptyAsset;
}
// Handle as Texture
if (IsSupportedImageFormat(extension))
{
Texture texture;
texture.Load(metadata.filepath.string());
return texture;
}
// Handle as shader
if (extension == "glsl" || extension == "vert" || extension == "frag") {
//Shader shader;
//shader.
return emptyAsset;
}
return emptyAsset;
}
};

View File

@ -0,0 +1,12 @@
#pragma once
#include "AssetMetadata.h"
#include <assimp/Importer.hpp>
namespace YoggieEngine{
class AssetImporter {
public:
static Asset ImportAsset(AssetMetadata& metadata);
private:
static Assimp::Importer importer;
};
}

View File

@ -0,0 +1,16 @@
#pragma once
#include <map>
#include "AssetMetaData.h"
typedef std::map<AssetHandle, AssetMetadata> AssetRegistry;
class AssetManager {
public:
virtual Asset& GetAsset(AssetHandle handle) = 0;
protected:
//AssetRegistry Assets;
//std::map<AssetHandle, Asset> LoadedAssets;
};

View File

@ -0,0 +1,41 @@
#include "YoggieEngine.h"
#include "AssetManagerEditor.h"
#include "AssetImporter.h"
using namespace YoggieEngine;
Asset& AssetManagerEditor::GetAsset(AssetHandle handle)
{
static Asset EmptyAsset{};
// 1. Check if handle is valid
if (IsAssetHandleValid(handle) == false)
return EmptyAsset;
// 2. check if asset needs loading
Asset asset;
if (IsAssetLoaded(handle)) {
// asset = LoadedAssets.at(handle);
}
else {
// Load asset
// Get MetaData
//auto& metadata = Assets[handle];
// Load Asset
//asset = AssetImporter::ImportAsset(metadata);
}
// 3. return asset.
return asset;
}
bool AssetManagerEditor::IsAssetHandleValid(AssetHandle handle)
{
return false;///return Assets.find(handle) != Assets.end();
}
bool AssetManagerEditor::IsAssetLoaded(AssetHandle handle ) {
return false;//return LoadedAssets.find(handle) != LoadedAssets.end();
}

View File

@ -0,0 +1,11 @@
#pragma once
#include "AssetManager.h"
class AssetManagerEditor : public AssetManager {
public:
Asset& GetAsset(AssetHandle handle) override;
private:
bool IsAssetHandleValid(AssetHandle handle);
bool IsAssetLoaded(AssetHandle handle);
};

View File

@ -0,0 +1,7 @@
#pragma once
#include <filesystem>
#include "Asset.h"
struct AssetMetadata{
AssetHandle handle;
std::filesystem::path filepath;
};

View File

@ -16,23 +16,24 @@ namespace uuid::v4
class UUID
{
public:
// Factory method for creating UUID object.
static UUID New()
UUID() {}
// method for creating UUID object.
void generate ()
{
UUID uuid;
std::random_device rd;
std::mt19937 engine{ rd() };
std::uniform_int_distribution<int> dist{ 0, 256 }; //Limits of the interval
for (int index = 0; index < 16; ++index)
{
uuid._data[index] = (unsigned char)dist(engine);
_data[index] = (unsigned char)dist(engine);
}
uuid._data[6] = ((uuid._data[6] & 0x0f) | 0x40); // Version 4
uuid._data[8] = ((uuid._data[8] & 0x3f) | 0x80); // Variant is 10
_data[6] = ((_data[6] & 0x0f) | 0x40); // Version 4
_data[8] = ((_data[8] & 0x3f) | 0x80); // Variant is 10
return uuid;
}
// Returns UUID as formatted string
@ -54,7 +55,6 @@ namespace uuid::v4
}
private:
UUID() {}
unsigned char _data[16] = { 0 };
};

View File

@ -1,12 +0,0 @@
#pragma once
namespace YoggieEngine {
struct Event
{
public:
std::string name;
int argc;
void** argv;
};
}

View File

@ -1,28 +0,0 @@
#include <YoggieEngine.h>
#include "EventEmitter.h"
namespace YoggieEngine {
void EventEmitter::Subscribe(EventListener& subscriber)
{
subscribers.push_back(&subscriber);
}
void EventEmitter::Unsubscribe(EventListener& subscriber)
{
subscribers.remove(&subscriber);
}
void EventEmitter::EmitEvent(Event& incident)
{
// Notify all subscribers an event has taken place
for (auto it = subscribers.begin(); it != subscribers.end(); ++it)
{
(*it)->ReceiveEvent(incident);
}
}
EventEmitter::EventEmitter() {
subscribers = std::list<EventListener*>{};
}
}

View File

@ -1,16 +0,0 @@
#pragma once
namespace YoggieEngine{
class EventEmitter {
public:
void Subscribe(EventListener& subscriber);
void Unsubscribe(EventListener& subscriber);
protected:
std::list<EventListener*> subscribers;
void EmitEvent(Event& incident);
EventEmitter();
};
}

View File

@ -1,9 +0,0 @@
#pragma once
#include "Event.h"
namespace YoggieEngine {
class EventListener {
public:
virtual void ReceiveEvent(Event& incident) = 0;
};
}

View File

@ -30,7 +30,11 @@ namespace YoggieEngine {
void OpenGLApi::DrawTriangles(Render3DComponent rc) {
glBindVertexArray(rc.VAO);
glCheckError();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rc.IBO);
glCheckError();
glDrawElements(GL_TRIANGLES, static_cast<unsigned int> (rc.mesh.elements.size()), GL_UNSIGNED_INT, 0);
glCheckError();
glBindVertexArray(0);
@ -41,6 +45,7 @@ namespace YoggieEngine {
void OpenGLApi::DrawCubeMap(unsigned int VertexAttributeObject, CubeMap CubeTexture) {
glDepthMask(GL_FALSE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, CubeTexture.getID());
//glCheckError(); // INVALID ENUM FOR SOME REASON
glBindVertexArray(VertexAttributeObject);

View File

@ -1,6 +1,6 @@
#pragma once
#include "../Graphics/Memory/Buffer.h"
#include "../Graphics/Memory/VertexArray.h"
#include "../Graphics/Buffer.h"
#include "../Graphics/VertexArray.h"
namespace YoggieEngine {

View File

@ -1,9 +0,0 @@
#pragma once
namespace YoggieEngine {
struct Renderable {
Mesh* mesh;
Material* material;
Texture* texture;
};
}

View File

@ -2,13 +2,12 @@
#include "Renderer.h"
#include "../Scene/Components.h"
#include "../Graphics/Memory/Buffer.h"
#include "../Graphics/Memory/VertexArray.h"
#include "Renderable.h"
#include "Memory/Framebuffer.h"
#include "../Graphics/Buffer.h"
#include "../Graphics/VertexArray.h"
#include "Framebuffer.h"
#include "../Scene/Components.h"
#include"../Scene/Scene.h"
#include "Primitives/Camera.h"
#include "Camera.h"
#include "OpenglAPI.h"
namespace YoggieEngine {
@ -95,6 +94,7 @@ Renderer::Renderer() :
};
skybox = CubeMap(faces);
grassTexture.Load("build/Debug/Texture/grass.png");
}
@ -162,7 +162,7 @@ void Renderer::Render(Scene& scene , Camera MainCamera){
SkyboxShader.Use();
SkyboxShader.setUniformMat4("projection", MainCamera.getProjection(width, height));
SkyboxShader.setUniformMat4("view", glm::inverse( glm::mat4(glm::mat3(MainCamera.getTransform()))));
SkyboxShader.setUniformMat4("view", glm::inverse(glm::mat4(glm::mat3(MainCamera.getTransform()))));
if (!skyboxVAO) {
unsigned int VBO;
@ -268,7 +268,7 @@ void Renderer::Render(Scene& scene , Camera MainCamera){
if (transparentVAO == 0) {
unsigned int transparentVBO;
float transparentVertices[] = {
// positions // texture Coords (swapped y coordinates because texture is flipped upside down)
// positions // texture Coords
0.0f, 0.5f, 0.0f, 0.0f, 1.0f,
0.0f, -0.5f, 0.0f, 0.0f, 0.0f,
1.0f, -0.5f, 0.0f, 1.0f, 0.0f,

View File

@ -3,7 +3,7 @@
#include <vector>
#include "../PerfCounter.h"
#include "../Scene/Scene.h"
#include "Memory/Framebuffer.h"
#include "Framebuffer.h"
namespace YoggieEngine {
@ -58,7 +58,7 @@ namespace YoggieEngine {
// blending
Shader BlendingShader;
CubeMap skybox;
Texture grassTexture = Texture("build/Debug/Texture/grass.png");
Texture grassTexture;
unsigned int transparentVAO = 0;
unsigned int skyboxVAO = 0;

View File

@ -1,12 +1,17 @@
#pragma once
#include "Assets/Asset.h"
namespace YoggieEngine {
class Shader {
class Shader : public Asset{
private:
char* readFile(const char* filePath);
AssetType GetType() override{ return AssetType::Shader; }
public:
Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath);
void Use() const;
void setUniformMat4(std::string uniformName, const glm::mat4& matrix4)const;
void setUniformVec4(std::string uniformName, const glm::vec4& vector4)const;

View File

@ -2,10 +2,11 @@
#include "Texture.h"
namespace YoggieEngine {
Texture::Texture(const std::string texturePath , bool Transparency) {
void Texture::Load(const std::string texturePath, bool Transparency) {
int channels;
unsigned char* data = stbi_load(texturePath.c_str(), &width, &height, &channels, 0);
if (data) {
glGenTextures(1, &Id);
glBindTexture(GL_TEXTURE_2D, Id);
@ -30,7 +31,6 @@ namespace YoggieEngine {
spdlog::error("Failed to load image ({0})", texturePath);
}
stbi_image_free(data);
}
void Texture::Bind() {

View File

@ -1,14 +1,18 @@
#pragma once
#include "Assets/Asset.h"
namespace YoggieEngine {
class Texture {
class Texture : public Asset {
public:
Texture() = default;
Texture(const std::string texturePath, bool Transparency = false);
void Load(const std::string texturePath, bool Transparency = false);
void Bind();
void Unbind();
const unsigned int GetID() const { return Id; }
const ImVec2 getSize() { return {(float)width, (float)height}; }
AssetType GetType() override { return AssetType::Texture; }
private:
unsigned int Id;
int width;

View File

@ -1,7 +1,4 @@
#pragma once
#include "../EventSystem/Event.h"
#include "../EventSystem/EventListener.h"
namespace YoggieEngine {
class NativeWindow {

View File

@ -31,61 +31,11 @@ namespace YoggieEngine{
void Scene::Start()
{
// Execute start functions in scripts etc....
}
void Scene::Update()
{
// Execute Update functions in scripts etc....
// Update transforms
auto& transforms = m_registry.view<TransformComponent>();
transforms.each([&](auto ent, TransformComponent& transform) {
glm::mat4 rotationX =
glm::rotate(
glm::mat4(1.0f),
glm::radians(transform.Rotation.x),
glm::vec3(1.f, 0.f, 0.0f)
);
glm::mat4 rotationY =
glm::rotate(
glm::mat4(1.0f),
glm::radians(transform.Rotation.y),
glm::vec3(0.f, 1.f, 0.0f)
);
glm::mat4 rotationZ =
glm::rotate(
glm::mat4(1.0f),
transform.Rotation.z,
glm::vec3(0.f, 0.f, 1.0f)
);
glm::mat4 rotationMatrix = rotationY * rotationX * rotationZ;
glm::mat4 translationMatrix = glm::translate(glm::mat4(1.0f), transform.Position);
glm::mat4 ScaleMatrix = glm::scale(glm::mat4(1.0f), transform.Scale);
Entity entity( ent, this );
if (entity.HasComponent<RelationComponent>())
{
auto& entityRelation = entity.GetComponent<RelationComponent>();
Entity parent = entityRelation.Parent;
TransformComponent parentTransform = parent.GetComponent<TransformComponent>();
glm::mat4 Model = translationMatrix * rotationMatrix * ScaleMatrix;
transform.LocalTransform = parentTransform.LocalTransform * Model;
}
else {
transform.LocalTransform = translationMatrix * rotationMatrix * ScaleMatrix;
}
});
}
void Scene::FixedUpdate()

View File

@ -1,3 +1,4 @@
#include <YoggieEngine.h>
#include "SceneSerializer.h"
#include "../../YoggieEngine/src/YoggieEngine.h"
#include <yaml-cpp/yaml.h>

View File

@ -1,16 +0,0 @@
#pragma once
#include <cstdint>
class UUID {
public:
static uint64_t Generate()
{
return ++last;
}
private:
static uint64_t last ;
};

View File

@ -33,19 +33,16 @@ extern "C"
// Main library stuff
#include "Platform/Platform.h"
#include "Graphics/Primitives/Mesh.h"
#include "Graphics/Primitives/Shader.h"
#include "Graphics/Primitives/Texture.h"
#include "Graphics/Primitives/CubeMap.h"
#include "Graphics/Primitives/Camera.h"
#include "Graphics/Primitives/Material.h"
#include "Graphics/Mesh.h"
#include "Graphics/Shader.h"
#include "Graphics/Texture.h"
#include "Graphics/CubeMap.h"
#include "Graphics/Camera.h"
#include "Graphics/Material.h"
#include "Graphics/Renderer.h"
#include "Physics/Physics.h"
#include "EventSystem/EventEmitter.h"
#include "EventSystem/EventListener.h"
#include "Input/Keyboard.h"
#include "Input/InputManager.h"