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2 Commits

Author SHA1 Message Date
Nigel Barink 9a9db279a5 Added new ComponentWidget and ViewWidget
A Render3DComponent can now be edited, A game view is available in the editor for game runtime rendering
2022-11-05 20:50:35 +01:00
Nigel Barink 210d535c41 Removed unnecessary inlcudes
This togheter with the previous commit has drastically improved compile time
2022-11-05 20:33:19 +01:00
40 changed files with 66 additions and 128 deletions

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@ -1,6 +1,7 @@
#pragma once
struct EditorContext {
std::shared_ptr<Project> CurrentProject;
Scene MainScene;
EditorContext() = default;

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@ -5,10 +5,10 @@
#include "../../YoggieEngine/src/Scene/Entity.h"
#include "Project.h"
class SceneRuntime : public ApplicationRuntime {
class EditorRuntime : public ApplicationRuntime {
public:
SceneRuntime() = default;
EditorRuntime() = default;
void Start() override
{
CurrentProject = std::make_shared<Project>("Random");

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@ -42,8 +42,6 @@ void Inspector(entt::entity ent , Scene& scene) {
ImGui::EndPopup();
}
ImGui::NewLine();
auto component = entity.GetComponent<IdentifierComponent>();
@ -62,6 +60,13 @@ void Inspector(entt::entity ent , Scene& scene) {
}
if (entity.HasComponent<Render3DComponent>()) {
auto& render3d = entity.GetComponent<Render3DComponent>();
if (ImGui::CollapsingHeader("Render3D", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::ColorEdit3("Colour", glm::value_ptr(render3d.color));
}
}
if (entity.HasComponent<LightComponent>()) {
auto& light = entity.GetComponent<LightComponent>();
if (ImGui::CollapsingHeader("Light", ImGuiTreeNodeFlags_DefaultOpen)) {
@ -110,13 +115,8 @@ void SceneExplorer(entt::entity& selected, Scene& scene )
void Viewport(Framebuffer& framebuffer) {
unsigned int viewportWindowFlags = ImGuiWindowFlags_NoTitleBar
| ImGuiWindowFlags_NoDecoration
| ImGuiWindowFlags_NoScrollbar
| ImGuiWindowFlags_NoMove
| ImGuiWindowFlags_NoCollapse;
unsigned int viewportWindowFlags = ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoScrollbar ;
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2{ 0,0 });
ImGui::Begin("Viewport", false, viewportWindowFlags);
ImGui::Image((void*)(intptr_t)framebuffer.GetColourAttachment(), ImVec2{ (float)800,(float)600 });
@ -138,7 +138,18 @@ void Viewport(Framebuffer& framebuffer) {
//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 GamePort(Framebuffer& framebuffer)
{
unsigned int viewportWindowFlags = ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoScrollbar;
ImGui::Begin("Game", false, viewportWindowFlags);
ImGui::Image((void*)(intptr_t)framebuffer.GetColourAttachment(), ImVec2{ (float)800, (float)600 });
ImGui::End();
}

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@ -19,6 +19,8 @@ void SceneExplorer(entt::entity& selected, Scene& scene);
void Viewport(Framebuffer& framebuffer);
void GamePort(Framebuffer& framebuffer);
void Settings();
void Console();

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@ -1,12 +1,13 @@
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <imgui.h>
#include <backends/imgui_impl_opengl3.h>
#include <backends/imgui_impl_glfw.h>
#include <imgui_internal.h>
#include <ImGuizmo.h>
#include <nfd.h>
#include "../../libs/guizmo/ImGuizmo.h"
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "UI/Widgets.h"
#include "Project.h"
@ -230,6 +231,7 @@ public:
//ShowStats();
Viewport(*activeRuntime.framebuffer);
GamePort(*activeRuntime.framebuffer);
SceneExplorer(activeRuntime.Selected, activeRuntime.MainScene);
Inspector(activeRuntime.Selected, activeRuntime.MainScene);
@ -245,7 +247,7 @@ public:
private:
EditorContext context;
SceneRuntime activeRuntime ;
EditorRuntime activeRuntime ;
char* path = nullptr;
char* savePath = nullptr;
char* scenePath = nullptr;

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@ -1,11 +1,6 @@
#pragma once
#include "YoggieEngine.h"
#include "Input/InputManager.h"
#include "Graphics/Renderer.h"
#include <string>
#include <iostream>
#include <memory>
namespace YoggieEngine {
// forward declaration
class InputManager;

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@ -1,6 +1,6 @@
#include <YoggieEngine.h>
#include "ModelImporter.h"
#include "spdlog/spdlog.h"
namespace YoggieEngine {
SceneObject* ModelImporter::Import(const std::string path)

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@ -1,7 +1,4 @@
#pragma once
#include <string>
namespace YoggieEngine {
struct Event

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@ -1,7 +1,5 @@
#pragma once
#include "Event.h"
#include "EventListener.h"
namespace YoggieEngine{
class EventEmitter {
public:

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@ -1,8 +1,4 @@
#pragma once
#include <list>
#include <iostream>
#include "spdlog/spdlog.h"
#include "Event.h"
namespace YoggieEngine {
class EventListener {

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@ -1,6 +1,4 @@
#pragma once
#include <glad/glad.h>
namespace YoggieEngine {
class Buffer {

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@ -1,6 +1,6 @@
#include <YoggieEngine.h>
#include "Framebuffer.h"
#include <iostream>
namespace YoggieEngine {
Framebuffer::Framebuffer()
{

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@ -1,7 +1,4 @@
#pragma once
#include <glad/glad.h>
#include <glm/glm.hpp>
namespace YoggieEngine {
class Framebuffer {

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@ -1,6 +1,5 @@
#include <YoggieEngine.h>
#include "UniformBuffer.h"
#include <glad/glad.h>
namespace YoggieEngine {
UniformBuffer::UniformBuffer(unsigned int size)

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@ -1,6 +1,5 @@
#include <YoggieEngine.h>
#include "VertexArray.h"
#include <glad/glad.h>
namespace YoggieEngine {
void VertexArray::Create() {
glGenVertexArrays(1, &id);

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@ -1,8 +1,4 @@
#pragma once
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
namespace YoggieEngine {
class Camera {
public:

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@ -1,6 +1,5 @@
#pragma once
#include <glm/glm.hpp>
#include <string>
#include "Shader.h"
namespace YoggieEngine {

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@ -1,6 +1,5 @@
#pragma once
#include <vector>
#include <glm/glm.hpp>
#include "Vertex.h"
namespace YoggieEngine {

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@ -1,6 +1,5 @@
#include <YoggieEngine.h>
#include "Shader.h"
#include "spdlog/spdlog.h"
namespace YoggieEngine {
Shader::Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath)
{

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@ -1,10 +1,4 @@
#pragma once
#include <glad/glad.h>
#include <string>
#include <iostream>
#include <fstream>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
namespace YoggieEngine {
class Shader {

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@ -1,10 +1,8 @@
#include <YoggieEngine.h>
#include "Texture.h"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define STB_IMAGE_IMPLEMENTATION
#include "../stb_image.h"
#include <iostream>
namespace YoggieEngine {
Texture::Texture(const std::string texturePath) {

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@ -1,7 +1,4 @@
#pragma once
#include <spdlog/spdlog.h>
#include <string>
namespace YoggieEngine {
class Texture {
public:

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@ -1,6 +1,4 @@
#pragma once
#include <glm/glm.hpp>
namespace YoggieEngine {
struct Vertex {
glm::vec3 vertices;

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@ -4,8 +4,6 @@ namespace YoggieEngine {
RenderSurface::RenderSurface() {
shader = new Shader("build/SandboxAppliction/Debug/renderSuface.vs", "build/SandboxApplication/Debug/renderSurface.fs");
verts = std::vector<glm::vec3>{
{-0.5f, 0.5f, 0.0f}, // 0
{-0.5f, -0.5f, 0.0f}, // 1

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@ -1,7 +1,6 @@
#pragma once
#include "../Graphics/Memory/Buffer.h"
#include "../Graphics/Memory/VertexArray.h"
#include <vector>
namespace YoggieEngine {

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@ -1,9 +1,4 @@
#pragma once
#include "Primitives/Mesh.h"
#include "Primitives/Material.h"
#include "Primitives/Texture.h"
#include "../Scene/Scene.h"
namespace YoggieEngine {
struct Renderable {

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@ -3,8 +3,6 @@
#include "../Scene/Components.h"
#include "../Graphics/Memory/VertexArray.h"
#include "../Graphics/Memory/Buffer.h"
#include <glad/glad.h>
#include <glm/gtc/type_precision.hpp>
namespace YoggieEngine {
float Angle = 0.0;

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@ -1,16 +1,12 @@
#pragma once
#include <vector>
#include <iostream>
#include <glm/gtc/matrix_transform.hpp>
#include "glad/glad.h"
#include "GLFW/glfw3.h"
#include "../PerfCounter.h"
#include "Primitives/Camera.h"
#include "Renderable.h"
#include "Memory/Framebuffer.h"
#include "../Scene/Components.h"
#include"../Scene/Scene.h"
namespace YoggieEngine {

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@ -1,7 +1,6 @@
#include <YoggieEngine.h>
#include "PerfCounter.h"
#include <imgui.h>
#include <iostream>
namespace YoggieEngine {
uint64_t EngineInstrumentation::GetPrecisionTime() {
using namespace std::chrono; // REMINDER: This is kinda ugly but safes line width

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@ -1,10 +1,5 @@
#pragma once
#include "YoggieEngine.h"
#include <string>
#include <vector>
#include <chrono>
namespace YoggieEngine {
struct EngineStatistics {
float frameTime;

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@ -38,7 +38,7 @@ namespace YoggieEngine {
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
printf("Failed to initialize GLAD!\n");
spdlog::error("Failed to initialize GLAD!\n");
exit(-1);
}

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@ -1,14 +1,8 @@
#pragma once
#define GLFW_STATIC
#include <glad/glad.h>
#include <stdlib.h>
#include <stdio.h>
#include <iostream>
#include <GLFW/glfw3.h>
#include <spdlog/spdlog.h>
#include "../EventSystem/Event.h"
#include "../EventSystem/EventListener.h"

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@ -1,8 +1,4 @@
#pragma once
#include <glm/glm.hpp>
#include "../Graphics/Primitives/Shader.h"
#include "../Graphics/Primitives/Mesh.h"
namespace YoggieEngine {
struct IdentifierComponent {
std::string name;

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@ -1,6 +1,4 @@
#pragma once
#include <entt/entt.hpp>
namespace YoggieEngine {
class Scene;
class Entity {

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@ -1,7 +1,4 @@
#pragma once
#include <string>
#include <entt/entt.hpp>
namespace YoggieEngine {
class Entity;
class Scene

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@ -1,7 +1,4 @@
#pragma once
#include <string>
#include <vector>
namespace YoggieEngine {
class Node {
public:

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@ -1,6 +1,4 @@
#pragma once
#include "../../Graphics/Primitives/Camera.h"
#include "../../Graphics/Renderable.h"
#include "Node.h"

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@ -1,15 +1,4 @@
#pragma once
#include <string>
extern "C"
{
#include "lauxlib.h"
#include "lua.h"
#include "lualib.h"
}
#include "LuaScriptingManager.h"

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@ -1,15 +1,4 @@
#pragma once
#include <vector>
extern "C"
{
#include "lauxlib.h"
#include "lua.h"
#include "lualib.h"
}
#include "LuaScript.h"
/*

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@ -1,17 +1,42 @@
#pragma once
#include <glad/glad.h>
#include "glm/glm.hpp"
// Important STL
#include <string>
#include <list>
#include <iostream>
#include <fstream>
#include <vector>
#include <stdlib.h>
#include <memory>
#include <chrono>
// Important libraries
#include "spdlog/spdlog.h"
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <imgui.h>
#include <entt/entt.hpp>
extern "C"
{
#include "lauxlib.h"
#include "lua.h"
#include "lualib.h"
}
// Main library stuff
#include "Platform/Window.h"
#include "Graphics/Primitives/Mesh.h"
#include "Graphics/Primitives/Shader.h"
#include "Graphics/Primitives/Texture.h"
#include "Graphics/Primitives/Camera.h"
#include "Graphics/Primitives/Material.h"
#include "Graphics/Renderer.h"
#include "spdlog/spdlog.h"
#include "EventSystem/EventEmitter.h"
#include "EventSystem/EventListener.h"