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4 Commits
d8627d0357
...
fef75ec64b
Author | SHA1 | Date | |
---|---|---|---|
fef75ec64b | |||
3c38e2a988 | |||
e9852fe0e7 | |||
8e202f9d59 |
@ -8,18 +8,49 @@ enum class ASSET_TYPE {
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Unknown = -1,
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Mesh,
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Texture,
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Material
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Material,
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Shader,
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Model,
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File
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};
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class Asset {
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public:
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Asset(const char* name): name(name) {}
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uuid::v4::UUID id = uuid::v4::UUID::New();
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virtual ASSET_TYPE GetType() { return ASSET_TYPE::Unknown; }
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const char* GetName() const { return name.c_str(); }
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bool isFolder = false ;
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protected:
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std::string name;
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virtual ASSET_TYPE GetType() { return detectAssetType(); }
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const char* GetName() const { return name.c_str(); }
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void setName(std::string& name) { name = name.c_str(); }
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void setFilPath(std::string& path) { file = std::filesystem::path(path); }
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std::string getId() { return Id.String(); }
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protected:
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uuid::v4::UUID Id = uuid::v4::UUID::New();
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std::string name;
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std::filesystem::path file;
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ASSET_TYPE detectAssetType() {
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auto ext = (file.extension()).string();
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if (ext == ".obj" || ext == ".gltf" || ext == ".fbx" || ext == ".stl") {
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return ASSET_TYPE::Model;
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}
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else if (ext == ".yproj") {
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return ASSET_TYPE::File;
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}
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else if (ext == ".vs" || ext == ".fs") {
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return ASSET_TYPE::File;
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}
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else {
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std::cout << "unknown file!" << std::endl;
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return ASSET_TYPE::Unknown;
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}
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}
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};
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@ -1,16 +1,51 @@
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#pragma once
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#include "../../YoggieEngine/src/YoggieEngine.h"
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#include "EditorWindow.h"
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#include "AssetManagement/AssetManager.h"
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#include "AssetManagement/AssetRegistry.h"
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class AssetFinder : EditorWindow {
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const char* hidden_extensions [] {
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".exe",
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".pdb",
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".idb",
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".dll",
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".ini"
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};
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class AssetFinder : public EditorWindow {
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public:
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AssetFinder() : EditorWindow("Assets"),
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folderIcon ("rsc/FolderIcon.png"),
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assetIcon ("rsc/AssetIcon.png")
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{}
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AssetFinder () : EditorWindow("Assets") {}
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AssetFinder(const std::filesystem::path& projectdirectory) : EditorWindow("Assets")
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{
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for (auto& dir_entry : std::filesystem::directory_iterator(projectdirectory)) {
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auto filepath = dir_entry.path();
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if (dir_entry.is_directory() || dir_entry.is_symlink() || dir_entry.is_socket())
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continue;
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bool has_hidden_extension = false;
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for (auto hide : hidden_extensions) {
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if (filepath.extension() == hide)
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{
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has_hidden_extension = true;
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break;
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}
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}
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if (has_hidden_extension)
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continue;
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Asset asset(filepath.filename().string().c_str());
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asset.setFilPath(filepath.string());
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spdlog::info("Created asset: {0}", asset.GetName());
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files.push_back(asset);
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}
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}
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void Draw() override {
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//assetIcon = YoggieEngine::Texture("rsc/AssetIcon.png");
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ImGui::DragInt("IconSize", &iconSize, 1, 30, 90);
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ImGui::DragInt("Maximum Columns", &maxColumns, 1, 1, 6);
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if (ImGui::BeginTable("##resources", 3))
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@ -20,10 +55,10 @@ public:
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ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(1.f, 1.f, 1.f, 0.2f));
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/*
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int row = 0;
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int column = 0;
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for (auto& asset : AssetManager::assets) {
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for (auto& asset : files ) {
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if (column % 3 == 0) {
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ImGui::TableNextRow();
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column = 0;
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@ -32,27 +67,18 @@ public:
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ImGui::TableSetColumnIndex(column);
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if (asset.isFolder) {
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ImGui::ImageButton(
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(ImTextureID)folderIcon.GetID(),
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ImVec2{ (float)iconSize,(float)iconSize });
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ImGui::Text(asset.GetName(), row);
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ImGui::ImageButton(
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(ImTextureID)assetIcon.GetID(),
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ImVec2{ (float)iconSize, (float)iconSize });
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ImGui::Text(asset.GetName(), row);
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}
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else {
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ImGui::ImageButton(
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(ImTextureID)assetIcon.GetID(),
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ImVec2{ (float)iconSize, (float)iconSize });
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ImGui::Text(asset.GetName(), row);
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}
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column++;
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}
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*/
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ImGui::PopStyleColor(3);
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ImGui::EndTable();
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const GLuint textures[2]{ assetIcon.GetID(), folderIcon.GetID() };
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@ -62,6 +88,8 @@ public:
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}
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private:
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std::vector <Asset> files = std::vector<Asset>();
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int iconSize = 60;
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int maxColumns = 3;
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@ -85,16 +85,23 @@ std::vector<YoggieEngine::Mesh> processNode(aiNode* node, const aiScene* scene)
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Asset ModelLoader::LoadAsset(std::filesystem::path& path) {
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(path.string(), aiProcess_Triangulate | aiProcess_FlipUVs);
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aiNode* currentNode = scene->mRootNode;
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spdlog::debug("Loading meshes!");
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std::cout << "Loading meshes!" << std::endl;
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auto meshes = processNode(currentNode, scene);
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std::cout << "Model file contained " << meshes.size() << " meshes" << std::endl;
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return Asset("Mesh");
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@ -2,9 +2,7 @@
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#include "AssetLoader.h"
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class ModelLoader : AssetLoader {
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public:
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Asset LoadAsset(std::filesystem::path& path);
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};
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@ -1,35 +1,31 @@
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#include "AssetManager.h"
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#include "AssetRegistry.h"
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#include <iostream>
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#include <fstream>
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#include <spdlog/spdlog.h>
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#include "AssetLoaders/ModelLoader.h"
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/*
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* this is still a very naive approach to the asset manager
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*/
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void AssetManager::Init()
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AssetRegistry::AssetRegistry()
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{
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// Assets = std::map<uuid::v4::UUID&, Asset>();
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modelLoader = ModelLoader();
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}
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void AssetManager::RegisterAsset(Asset& asset)
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void AssetRegistry::RegisterAsset(Asset& asset)
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{
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// Assets.try_emplace(asset.id, asset);
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Assets.try_emplace(asset.getId() , asset);
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}
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void AssetManager::UnregisterAsset(Asset& asset) {
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// auto old = Assets[asset.id];
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// Assets[asset.id] = NULL;
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void AssetRegistry::UnregisterAsset(Asset& asset) {
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Assets.erase(asset.getId());
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}
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YoggieEngine::Mesh* AssetManager::LoadFromAssetFile(const std::filesystem::path assetPath)
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YoggieEngine::Mesh* AssetRegistry::LoadFromAssetFile(const std::filesystem::path assetPath)
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{
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YoggieEngine::Mesh* imported = nullptr;
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@ -89,7 +85,7 @@ YoggieEngine::Mesh* AssetManager::LoadFromAssetFile(const std::filesystem::path
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}
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YoggieEngine::Renderable* AssetManager::LoadFromSource(const std::filesystem::path srcPath, const std::filesystem::path assetFolder)
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YoggieEngine::Renderable* AssetRegistry::LoadFromSource(const std::filesystem::path srcPath, const std::filesystem::path assetFolder)
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{
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/*
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@ -1,23 +1,26 @@
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#pragma once
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#include <vector>
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#include "Asset.h"
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#include "AssetLoaders/ModelLoader.h"
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#include "uuid.h"
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class AssetManager {
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class AssetRegistry {
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public:
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void Init();
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AssetRegistry();
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//AssetRegistry(AssetPack);
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void RegisterAsset(Asset& asset);
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void UnregisterAsset(Asset& asset);
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void Update();
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static YoggieEngine::Mesh* LoadFromAssetFile(const std::filesystem::path assetPath);
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static YoggieEngine::Renderable* LoadFromSource(const std::filesystem::path srcPath, const std::filesystem::path assetFolder);
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private:
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std::map<uuid::v4::UUID , Asset> Assets;
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ModelLoader modelLoader;
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int unique_number = 0;
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std::map<std::string , Asset> Assets = std::map<std::string, Asset> ();
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};
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32
Editor/src/EditorCamera.h
Normal file
32
Editor/src/EditorCamera.h
Normal file
@ -0,0 +1,32 @@
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#pragma once
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#include "../../YoggieEngine/src/YoggieEngine.h"
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class EditorCamera : public YoggieEngine::Camera {
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public:
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EditorCamera () : Camera(){
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Front = glm::vec3(0.0f, 0.0f, 1.0f);
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Right = glm::vec3(-1.0f, 0.0f, 0.0f);
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Up = glm::vec3(0.0f, 1.0f, 0.0f);
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projection = glm::perspective(glm::radians(65.0f), (800.0f / 600.0f), 0.001f, 100.0f);
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view = glm::translate(glm::mat4(1.0f), Position) * glm::toMat4(glm::quat(Rotation));
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}
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void Update() {
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view = glm::translate(glm::mat4(1.0f), Position) * glm::toMat4(glm::quat(Rotation));
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}
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glm::vec3 Position;
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glm::vec3 Rotation;
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private:
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glm::vec3 Front;
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glm::vec3 Right;
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glm::vec3 Up;
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};
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247
Editor/src/EditorLayer.h
Normal file
247
Editor/src/EditorLayer.h
Normal file
@ -0,0 +1,247 @@
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#pragma once
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#include <iostream>
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#include <mini/ini.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include "AssetManagement/SceneSerializer.h"
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#include "AssetManagement/AssetRegistry.h"
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#include "Views/Viewport.h"
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#include "PropertyPanels/SceneExplorer.h"
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#include "AssetManagement/AssetFinder.h"
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#include "MainMenuBar.h"
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#include "PropertyPanels/Inspector.h"
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#include "Project/ProjectInfo.h"
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#include "Runtime/RuntimeControls.h"
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#include "AssetManagement/uuid.h"
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#include "Project/Settings.h"
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#include "Console.h"
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#include "AssetManagement/AssetLoaders/ModelLoader.h"
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using namespace YoggieEngine;
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class EditorLayer : public Layer {
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public:
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EditorLayer():
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Layer(),
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rc(),
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sceneview(scene, Selected),
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explorer(Selected, scene),
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inspector (Selected)
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{
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}
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void OnStartup() override {
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std::string path = (std::filesystem::current_path()).string();
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project.setProjectDirectory(path);
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assetsView = AssetFinder(project.GetProjectDirectory());
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LoadLastOrEmptyProject();
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AssetRegistry assetManager = AssetRegistry();
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ModelLoader modelLoader = ModelLoader();
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std::cout << project.GetProjectDirectory() << std::endl;
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auto latern = modelLoader.LoadAsset(std::filesystem::path("build/debug/Models/Latern.gltf"));
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std::cout << "Loaded mesh: " << latern.GetName() << std::endl;
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//ProjectInfo projectInfo(project);
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//Settings settings = Settings();
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//Console console = Console();
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Selected = YoggieEngine::Entity((entt::entity)-1, &scene);
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}
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void OnUpdate() override {
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scene.Update();
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if (sceneview.isFocused) {
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UpdateSceneCamera(sceneview);
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std::cout << "Scene view in Focus!\r";
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}
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}
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void OnUI() override {
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{
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MainMenuBar menuBar = MainMenuBar();
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menuBar.ApplicationMenu(project);
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menuBar.SceneMenu(project, scene);
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menuBar.SelectMenu();
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menuBar.WindowMenu();
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menuBar.DebugMenu();
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menuBar.Help();
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|
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}
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//projectInfo.Update();
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sceneview.Update();
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rc.Update();
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explorer.Update();
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//settings.Update();
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inspector.Update();
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//console.Update();
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|
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assetsView.Update();
|
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|
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ImGui::ShowDemoWindow();
|
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//ImGui::ShowMetricsWindow();
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}
|
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|
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|
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void OnCreate() override {
|
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std::cout << " Layer Create!" << std::endl;
|
||||
|
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}
|
||||
|
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void OnDestroy() override {
|
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std::cout << " Layer Destroy!" << std::endl;
|
||||
|
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}
|
||||
|
||||
|
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private:
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|
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RuntimeControls rc;
|
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Viewport sceneview ;
|
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SceneExplorer explorer;
|
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Inspector inspector;
|
||||
AssetFinder assetsView;
|
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|
||||
bool SimulatePhysics = true;
|
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YoggieEngine::Entity Selected;
|
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Project project;
|
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Scene scene;
|
||||
|
||||
void LoadLastOrEmptyProject() {
|
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// Check if there is a last known loaded project and
|
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// load that one .
|
||||
|
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// Otherwise load no project..
|
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// OR
|
||||
// Load an empty project.
|
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mINI::INIStructure ini;
|
||||
|
||||
if (std::filesystem::exists("build\\Debug\\Editor.ini"))
|
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{
|
||||
mINI::INIFile file("build\\Debug\\Editor.ini");
|
||||
file.read(ini);
|
||||
}
|
||||
else
|
||||
{
|
||||
spdlog::debug("Could not find an `Editor.ini` file.");
|
||||
}
|
||||
|
||||
if (ini["editor"]["openlastproject"] == "TRUE")
|
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{
|
||||
|
||||
Project::LoadProject(ini["cache"]["project"], project);
|
||||
LoadScene(ini["cache"]["scene"], scene);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
spdlog::debug("Starting without a project. Please create one.");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void UpdateSceneCamera(Viewport& sceneview) {
|
||||
const float movement_speed = 0.01f;
|
||||
static float lastX = 400, lastY = 300;
|
||||
const float sensitivity = 0.1;
|
||||
static bool firstMouse = true;
|
||||
|
||||
/*
|
||||
|
||||
if (MouseButtonPressed(YOGGIE_MOUSE_BUTTON_RIGHT)) {
|
||||
|
||||
glfwSetInputMode((GLFWwindow*)appWindow->GetHandle(), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
auto newX = getCursorPosX(appWindow);
|
||||
auto newY = getCursorPosY(appWindow);
|
||||
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = newX;
|
||||
lastY = newY;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
|
||||
float xoffset = newX - lastX;
|
||||
float yoffset = newY - lastY;
|
||||
|
||||
lastX = newX;
|
||||
lastY = newY;
|
||||
|
||||
xoffset *= sensitivity;
|
||||
yoffset *= sensitivity;
|
||||
|
||||
sceneview.cam.Rotation.x += (xoffset / 2);
|
||||
sceneview.cam.Rotation.y += (xoffset /2);
|
||||
sceneview.cam.Rotation.z += yoffset;
|
||||
|
||||
|
||||
if (sceneview.cam.pitch > 89.0f)
|
||||
sceneview.cam.pitch = 89.0f;
|
||||
if (sceneview.cam.pitch < -89.0f)
|
||||
sceneview.cam.pitch = -89.0f;
|
||||
|
||||
|
||||
}
|
||||
else if (firstMouse == false)
|
||||
{
|
||||
glfwSetInputMode((GLFWwindow*)appWindow->GetHandle(), GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
firstMouse = true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
*/
|
||||
|
||||
EditorCamera& cam = sceneview.GetCamera();
|
||||
|
||||
|
||||
|
||||
if (keyIsPressed(YOGGIE_KEY_UP))
|
||||
cam.Rotation.x += movement_speed;
|
||||
|
||||
if (keyIsPressed(YOGGIE_KEY_DOWN))
|
||||
cam.Rotation.x -= movement_speed;
|
||||
|
||||
if (keyIsPressed(YOGGIE_KEY_LEFT))
|
||||
cam.Rotation.y += movement_speed;
|
||||
|
||||
if (keyIsPressed(YOGGIE_KEY_RIGHT))
|
||||
cam.Rotation.y -= movement_speed;
|
||||
|
||||
|
||||
cam.Update();
|
||||
|
||||
|
||||
|
||||
/*
|
||||
|
||||
// Check for Camara movement input here!
|
||||
if (keyIsPressed(YOGGIE_KEY_W))
|
||||
sceneview.cam.Position -= sceneview.cam.Front * movement_speed;
|
||||
|
||||
if (keyIsPressed(YOGGIE_KEY_A))
|
||||
sceneview.cam.Position += sceneview.cam.Right * movement_speed;
|
||||
|
||||
if (keyIsPressed(YOGGIE_KEY_S))
|
||||
sceneview.cam.Position += sceneview.cam.Front * movement_speed;
|
||||
|
||||
if (keyIsPressed(YOGGIE_KEY_D))
|
||||
sceneview.cam.Position -= sceneview.cam.Right * movement_speed;
|
||||
*/
|
||||
|
||||
|
||||
}
|
||||
|
||||
};
|
@ -1,6 +1,6 @@
|
||||
#include "MainMenuBar.h"
|
||||
#include <nfd.h>
|
||||
#include "AssetManagement/AssetManager.h"
|
||||
#include "AssetManagement/AssetRegistry.h"
|
||||
|
||||
|
||||
|
||||
@ -19,8 +19,8 @@ void MainMenuBar::ApplicationMenu(Project& project) {
|
||||
switch (result) {
|
||||
case(NFD_OKAY):
|
||||
Project::LoadProject(path, project);
|
||||
//AssetManager::setAssetPath(project.GetProjectDirectory());
|
||||
//AssetManager::BuildAssetView();
|
||||
//AssetRegistry::setAssetPath(project.GetProjectDirectory());
|
||||
//AssetRegistry::BuildAssetView();
|
||||
break;
|
||||
case(NFD_CANCEL):
|
||||
break;
|
||||
@ -116,7 +116,7 @@ void MainMenuBar::SceneMenu(Project& project, YoggieEngine::Scene& scene) {
|
||||
case(NFD_OKAY):
|
||||
// Import Model
|
||||
|
||||
AssetManager::LoadFromSource(
|
||||
AssetRegistry::LoadFromSource(
|
||||
path,
|
||||
"build/Debug/Assets"//project.get()->GetProjectDirectory() / "Assets"
|
||||
);
|
||||
@ -136,7 +136,7 @@ void MainMenuBar::SceneMenu(Project& project, YoggieEngine::Scene& scene) {
|
||||
switch (result) {
|
||||
case(NFD_OKAY):
|
||||
{
|
||||
YoggieEngine::Mesh* importedMesh = AssetManager::LoadFromAssetFile(path);
|
||||
YoggieEngine::Mesh* importedMesh = AssetRegistry::LoadFromAssetFile(path);
|
||||
if (importedMesh != nullptr)
|
||||
{
|
||||
auto full_name = std::filesystem::path(path);
|
||||
|
@ -1,32 +1,23 @@
|
||||
#include "Viewport.h"
|
||||
|
||||
Viewport::Viewport(YoggieEngine::Scene& scene ):
|
||||
Viewport::Viewport(YoggieEngine::Scene& scene, YoggieEngine::Entity& selected) :
|
||||
EditorWindow("SceneView"),
|
||||
renderer(YoggieEngine::RendererConfig{ 1200, 700, glm::vec3(0), true }),
|
||||
cam(glm::vec3(14.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90),
|
||||
scene(scene)
|
||||
renderer(YoggieEngine::RendererConfig{ 1200, 700, glm::vec3(0), true })
|
||||
{
|
||||
renderer.SetMainCamera(cam);
|
||||
|
||||
CurrentScene = &scene;
|
||||
this->selected = &selected;
|
||||
}
|
||||
|
||||
void Viewport::Draw() {
|
||||
|
||||
auto group = scene.getReg().view<YoggieEngine::TransformComponent, YoggieEngine::Render3DComponent>();
|
||||
auto group = CurrentScene->getReg().view<YoggieEngine::TransformComponent, YoggieEngine::Render3DComponent>();
|
||||
group.each([&](auto enity, YoggieEngine::TransformComponent& t, YoggieEngine::Render3DComponent& renderComponent) {
|
||||
renderer.Submit(renderComponent, t);
|
||||
});
|
||||
|
||||
isFocused = ImGui::IsWindowFocused();
|
||||
|
||||
cam.Update();
|
||||
renderer.SetMainCamera(cam);
|
||||
renderer.Render(scene);
|
||||
|
||||
ImVec2 WinPos = ImGui::GetWindowPos();
|
||||
ImVec2 ContentRegionMin = ImGui::GetWindowContentRegionMin();
|
||||
ImVec2 ContentRegionMax = ImGui::GetWindowContentRegionMax();
|
||||
ImVec2 ScreenSpaceMin = { ContentRegionMin.x + WinPos.x, ContentRegionMin.y + WinPos.y };
|
||||
ImVec2 ScreenSpaceMax = { ContentRegionMax.x + WinPos.x,ContentRegionMax.y + WinPos.y };
|
||||
|
||||
renderer.Render(*CurrentScene);
|
||||
|
||||
ImGui::Image(
|
||||
(void*)(intptr_t)renderer.getCurrentFrameBuffer().GetColourAttachment(),
|
||||
@ -34,16 +25,37 @@ void Viewport::Draw() {
|
||||
);
|
||||
|
||||
|
||||
|
||||
|
||||
ImGuizmo::Enable(true);
|
||||
ImGuizmo::SetRect(ScreenSpaceMin.x, ScreenSpaceMin.y, ContentRegionMax.x, ContentRegionMax.y);
|
||||
ImGuizmo::SetOrthographic(false);
|
||||
ImGuizmo::SetDrawlist();
|
||||
|
||||
glm::mat4 transposed_view = glm::transpose(cam.ViewMatrix);
|
||||
isFocused = ImGui::IsWindowFocused();
|
||||
float windowWidth = (float)ImGui::GetWindowWidth();
|
||||
float windowHeight = (float)ImGui::GetWindowHeight();
|
||||
ImGuizmo::SetRect(ImGui::GetWindowPos().x, ImGui::GetWindowPos().y, windowWidth, windowHeight);
|
||||
|
||||
//ImGuizmo::DrawGrid(glm::value_ptr(cam.ViewMatrix), glm::value_ptr(cam.ProjectionMatrix), glm::value_ptr(worldOrigin), 100.0f);
|
||||
//ImGuizmo::ViewManipulate(glm::value_ptr(cam.ViewMatrix), 1, { ScreenSpaceMin.x,ScreenSpaceMin.y }, { 90,90 }, 0x22CCCCCC);
|
||||
const auto& ProjMatrix = camera.projection;
|
||||
glm::mat4& cameraView = glm::mat4(1.0f);//glm::inverse(glm::translate(glm::mat4(1.0f) , cam.Position) * glm::toMat4(glm::quat(cam.Rotation)) );
|
||||
|
||||
// Matrix is the model matrix we would want to manipulate
|
||||
//ImGuizmo::Manipulate(glm::value_ptr(cam.ViewMatrix), glm::value_ptr(cam.ProjectionMatrix), ImGuizmo::TRANSLATE, ImGuizmo::WORLD, glm::value_ptr(cam.ViewMatrix));
|
||||
ImGuizmo::DrawGrid(glm::value_ptr(cameraView), glm::value_ptr(ProjMatrix), glm::value_ptr(cameraDelta), 100.0f);
|
||||
ImGuizmo::ViewManipulate(glm::value_ptr(cameraView), 1, ImGui::GetWindowPos(), {90,90}, 0x22CCCCCC);
|
||||
|
||||
|
||||
if (selected == nullptr)
|
||||
return;
|
||||
|
||||
if (selected->isValid()) {
|
||||
|
||||
auto& tc = selected->GetComponent<YoggieEngine::TransformComponent>();
|
||||
glm::mat4 transform = tc.GetTransform();
|
||||
|
||||
ImGuizmo::Manipulate(
|
||||
glm::value_ptr(cameraView),
|
||||
glm::value_ptr(ProjMatrix),
|
||||
ImGuizmo::TRANSLATE, ImGuizmo::LOCAL,
|
||||
glm::value_ptr(transform), nullptr, nullptr);
|
||||
}
|
||||
|
||||
|
||||
}
|
@ -6,19 +6,23 @@
|
||||
|
||||
#include <imgui.h>
|
||||
#include "../../libs/guizmo/ImGuizmo.h"
|
||||
#include "../EditorCamera.h"
|
||||
|
||||
|
||||
class Viewport : public EditorWindow {
|
||||
public:
|
||||
bool isFocused = false;
|
||||
YoggieEngine::Camera cam;
|
||||
|
||||
Viewport(YoggieEngine::Scene& scene);
|
||||
|
||||
Viewport(YoggieEngine::Scene& scene, YoggieEngine::Entity& selected);
|
||||
Viewport() = default;
|
||||
void Draw() override;
|
||||
|
||||
EditorCamera& GetCamera(){ return camera; }
|
||||
|
||||
private:
|
||||
YoggieEngine::Renderer renderer;
|
||||
YoggieEngine::Scene& scene;
|
||||
YoggieEngine::Scene* CurrentScene;
|
||||
YoggieEngine::Entity* selected;
|
||||
glm::mat4 cameraDelta = glm::mat4(1.0);
|
||||
EditorCamera camera;
|
||||
|
||||
};
|
@ -1,20 +1,7 @@
|
||||
#include "../../YoggieEngine/src/EntryPoint.h"
|
||||
#include <mini/ini.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "AssetManagement/SceneSerializer.h"
|
||||
#include "AssetManagement/AssetManager.h"
|
||||
#include "Views/Viewport.h"
|
||||
#include "PropertyPanels/SceneExplorer.h"
|
||||
#include "AssetManagement/AssetFinder.h"
|
||||
#include "MainMenuBar.h"
|
||||
#include "PropertyPanels/Inspector.h"
|
||||
#include "Project/ProjectInfo.h"
|
||||
#include "Runtime/RuntimeControls.h"
|
||||
#include "AssetManagement/uuid.h"
|
||||
#include "Project/Settings.h"
|
||||
#include "Console.h"
|
||||
#include <stack>
|
||||
#include "EditorLayer.h"
|
||||
|
||||
|
||||
using namespace YoggieEngine;
|
||||
|
||||
@ -24,175 +11,42 @@ public:
|
||||
|
||||
void Run() override
|
||||
{
|
||||
std::string path = (std::filesystem::current_path()).string();
|
||||
project.setProjectDirectory(path);
|
||||
|
||||
LoadLastOrEmptyProject();
|
||||
|
||||
//ProjectInfo projectInfo(project);
|
||||
RuntimeControls rc = RuntimeControls();
|
||||
|
||||
Viewport sceneview = Viewport(scene);
|
||||
SceneExplorer explorer(Selected, scene);
|
||||
Inspector inspector = Inspector(Selected);
|
||||
//Settings settings = Settings();
|
||||
AssetFinder assetsView = AssetFinder();
|
||||
//Console console = Console();
|
||||
|
||||
// Create EditorLayer
|
||||
EditorLayer* firstLayer = new EditorLayer();
|
||||
|
||||
firstLayer->OnStartup();
|
||||
|
||||
Selected = YoggieEngine::Entity((entt::entity) -1, &scene);
|
||||
|
||||
double previous = glfwGetTime();
|
||||
double lag = 0.0;
|
||||
while (!appWindow->WindowShouldClose())
|
||||
{
|
||||
while (!appWindow->WindowShouldClose()) {
|
||||
PollEvents();
|
||||
double now = glfwGetTime();
|
||||
double elapsed = now - previous ;
|
||||
double elapsed = now - previous;
|
||||
previous = now;
|
||||
lag += elapsed;
|
||||
|
||||
scene.Update();
|
||||
|
||||
if (sceneview.isFocused) {
|
||||
UpdateSceneCamera(sceneview);
|
||||
|
||||
std::cout << "Scene view in Focus!\r" ;
|
||||
}
|
||||
|
||||
GuiBegin();
|
||||
|
||||
|
||||
{
|
||||
MainMenuBar menuBar = MainMenuBar();
|
||||
|
||||
// Show a menu bar
|
||||
menuBar.ApplicationMenu(project);
|
||||
menuBar.SceneMenu(project, scene);
|
||||
menuBar.SelectMenu();
|
||||
menuBar.WindowMenu();
|
||||
menuBar.DebugMenu();
|
||||
menuBar.Help();
|
||||
|
||||
}
|
||||
|
||||
//projectInfo.Update();
|
||||
sceneview.Update();
|
||||
rc.Update();
|
||||
explorer.Update();
|
||||
//settings.Update();
|
||||
inspector.Update();
|
||||
//console.Update();
|
||||
|
||||
assetsView.Update();
|
||||
|
||||
ImGui::ShowDemoWindow();
|
||||
//ImGui::ShowMetricsWindow();
|
||||
|
||||
|
||||
firstLayer->OnUpdate();
|
||||
firstLayer->OnUI();
|
||||
GuiEnd();
|
||||
|
||||
SwapBuffers();
|
||||
}
|
||||
|
||||
firstLayer->OnDestroy();
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
void LoadLastOrEmptyProject() {
|
||||
// Check if there is a last known loaded project and
|
||||
// load that one .
|
||||
|
||||
// Otherwise load no project..
|
||||
// OR
|
||||
// Load an empty project.
|
||||
mINI::INIStructure ini;
|
||||
|
||||
if (std::filesystem::exists("build\\Debug\\Editor.ini"))
|
||||
{
|
||||
mINI::INIFile file("build\\Debug\\Editor.ini");
|
||||
file.read(ini);
|
||||
}
|
||||
else
|
||||
{
|
||||
spdlog::debug("Could not find an `Editor.ini` file.");
|
||||
}
|
||||
|
||||
if (ini["editor"]["openlastproject"] == "TRUE")
|
||||
{
|
||||
Project::LoadProject(ini["cache"]["project"], project);
|
||||
LoadScene(ini["cache"]["scene"], scene);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
spdlog::debug("Starting without a project. Please create one.");
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
bool SimulatePhysics = true;
|
||||
YoggieEngine::Entity Selected;
|
||||
Project project;
|
||||
Scene scene;
|
||||
|
||||
|
||||
void UpdateSceneCamera(Viewport& sceneview) {
|
||||
const float movement_speed = 0.1f;
|
||||
static float lastX = 400, lastY = 300;
|
||||
const float sensitivity = 0.1;
|
||||
static bool firstMouse = true;
|
||||
|
||||
if (MouseButtonPressed(YOGGIE_MOUSE_BUTTON_RIGHT)) {
|
||||
|
||||
glfwSetInputMode((GLFWwindow*)appWindow->GetHandle(), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
|
||||
auto newX = getCursorPosX(appWindow);
|
||||
auto newY = getCursorPosY(appWindow);
|
||||
|
||||
if (firstMouse)
|
||||
{
|
||||
lastX = newX;
|
||||
lastY = newY;
|
||||
firstMouse = false;
|
||||
}
|
||||
|
||||
|
||||
float xoffset = newX - lastX;
|
||||
float yoffset = newY - lastY;
|
||||
|
||||
lastX = newX;
|
||||
lastY = newY;
|
||||
|
||||
xoffset *= sensitivity;
|
||||
yoffset *= sensitivity;
|
||||
|
||||
sceneview.cam.yaw += xoffset;
|
||||
sceneview.cam.pitch += yoffset;
|
||||
|
||||
if (sceneview.cam.pitch > 89.0f)
|
||||
sceneview.cam.pitch = 89.0f;
|
||||
if (sceneview.cam.pitch < -89.0f)
|
||||
sceneview.cam.pitch = -89.0f;
|
||||
|
||||
}
|
||||
else if (firstMouse == false)
|
||||
{
|
||||
glfwSetInputMode((GLFWwindow*)appWindow->GetHandle(), GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
firstMouse = true;
|
||||
}
|
||||
|
||||
// Check for Camara movement input here!
|
||||
if (keyIsPressed(YOGGIE_KEY_W)) {
|
||||
sceneview.cam.Position += sceneview.cam.Front * movement_speed;
|
||||
std::cout << "Pressed W !" << std::endl;
|
||||
}
|
||||
|
||||
if (keyIsPressed(YOGGIE_KEY_A))
|
||||
sceneview.cam.Position -= sceneview.cam.Right * movement_speed;
|
||||
|
||||
if (keyIsPressed(YOGGIE_KEY_S))
|
||||
sceneview.cam.Position -= sceneview.cam.Front * movement_speed;
|
||||
|
||||
if (keyIsPressed(YOGGIE_KEY_D))
|
||||
sceneview.cam.Position += sceneview.cam.Right * movement_speed;
|
||||
}
|
||||
std::vector<Layer*> layers = std::vector<Layer*>();
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
@ -38,7 +38,7 @@ namespace YoggieEngine {
|
||||
|
||||
|
||||
void Application::Run() {
|
||||
std::cout << "No run function implemented!";
|
||||
|
||||
}
|
||||
|
||||
|
||||
@ -81,6 +81,12 @@ namespace YoggieEngine {
|
||||
}
|
||||
}
|
||||
|
||||
void Application::PushLayer(Layer* layer)
|
||||
{
|
||||
AppLayerstack.PushLayer(layer);
|
||||
layer->OnAttach();
|
||||
}
|
||||
|
||||
Application::~Application() {
|
||||
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
|
@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
#include "YoggieEngine.h"
|
||||
#include "LayerStack.h"
|
||||
|
||||
|
||||
namespace YoggieEngine {
|
||||
@ -17,11 +18,16 @@ namespace YoggieEngine {
|
||||
void GuiBegin();
|
||||
void GuiEnd();
|
||||
|
||||
void PushLayer(Layer* layer);
|
||||
|
||||
|
||||
|
||||
protected:
|
||||
std::string m_AppName;
|
||||
NativeWindow* appWindow;
|
||||
friend class ApplicationRuntime;
|
||||
|
||||
LayerStack AppLayerstack;
|
||||
|
||||
};
|
||||
|
||||
};
|
||||
|
@ -1,46 +0,0 @@
|
||||
#include <YoggieEngine.h>
|
||||
#include "Camera.h"
|
||||
namespace YoggieEngine {
|
||||
Camera::Camera(const Camera& other)
|
||||
: Position(other.Position), Rotation(other.Rotation), Zoom(other.Zoom)
|
||||
{
|
||||
|
||||
}
|
||||
Camera::Camera(glm::vec3 position, glm::vec3 rotation, float zoom)
|
||||
: Position(position), Rotation( rotation)
|
||||
{
|
||||
Front = glm::vec3(0.0f, 0.0f, 1.0f);
|
||||
Right = glm::vec3(-1.0f, 0.0f, 0.0f);
|
||||
Up = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
Zoom = zoom;
|
||||
|
||||
ProjectionMatrix = glm::perspective(glm::radians(Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
|
||||
Update();
|
||||
|
||||
}
|
||||
|
||||
Camera::~Camera() {
|
||||
|
||||
}
|
||||
|
||||
void Camera::Update() {
|
||||
glm::vec3 WorldUp = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
|
||||
glm::vec3(direction);
|
||||
|
||||
|
||||
direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
|
||||
direction.z = sin(glm::radians(yaw));
|
||||
direction.y = sin(glm::radians(pitch)) * cos(glm::radians(pitch));
|
||||
Front = glm::normalize(direction);
|
||||
Right = glm::normalize(glm::cross(Front, WorldUp));
|
||||
Up = glm::normalize(glm::cross(Right, Front));
|
||||
|
||||
|
||||
ViewMatrix = glm::lookAt(
|
||||
Position,
|
||||
Position + Front,
|
||||
Up);
|
||||
}
|
||||
|
||||
}
|
@ -2,28 +2,14 @@
|
||||
namespace YoggieEngine {
|
||||
class Camera {
|
||||
public:
|
||||
Camera() {
|
||||
|
||||
Camera() = default;
|
||||
Camera(const Camera& other);
|
||||
Camera(glm::vec3 position, glm::vec3 rotation, float zoom);
|
||||
~Camera();
|
||||
|
||||
void Update();
|
||||
}
|
||||
|
||||
glm::mat4 view;
|
||||
glm::mat4 projection;
|
||||
|
||||
|
||||
float yaw = 180;
|
||||
float pitch = 0;
|
||||
float Zoom;
|
||||
|
||||
glm::mat4 ViewMatrix;
|
||||
glm::mat4 ProjectionMatrix;
|
||||
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Rotation;
|
||||
|
||||
glm::vec3 Front;
|
||||
glm::vec3 Right;
|
||||
glm::vec3 Up;
|
||||
|
||||
|
||||
};
|
||||
|
@ -8,7 +8,6 @@ namespace YoggieEngine {
|
||||
|
||||
if (data) {
|
||||
glGenTextures(1, &Id);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, Id);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
@ -22,11 +21,12 @@ namespace YoggieEngine {
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
}
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
}
|
||||
else {
|
||||
std::cout << "Failed to load image!" << std::endl;
|
||||
spdlog::error("Failed to load image ({0})", texturePath);
|
||||
}
|
||||
stbi_image_free(data);
|
||||
|
@ -245,8 +245,8 @@ void Renderer::GeometryPass() {
|
||||
|
||||
gBufferShader.setUniformVec3("Color", command.color);
|
||||
gBufferShader.setUniformMat4("Model", command.transform.LocalTransform);
|
||||
gBufferShader.setUniformMat4("View", MainCamera.ViewMatrix);
|
||||
gBufferShader.setUniformMat4("Projection", MainCamera.ProjectionMatrix);
|
||||
gBufferShader.setUniformMat4("View", MainCamera.view);
|
||||
gBufferShader.setUniformMat4("Projection", MainCamera.projection);
|
||||
|
||||
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(command.num_elements),
|
||||
GL_UNSIGNED_INT, NULL);
|
||||
@ -271,8 +271,8 @@ void Renderer::ForwardGeometryPass()
|
||||
|
||||
forwardShader.setUniformVec3("Color", command.color);
|
||||
forwardShader.setUniformMat4("M", command.transform.LocalTransform);
|
||||
forwardShader.setUniformMat4("V", MainCamera.ViewMatrix);
|
||||
forwardShader.setUniformMat4("P", MainCamera.ProjectionMatrix);
|
||||
forwardShader.setUniformMat4("V", MainCamera.view);
|
||||
forwardShader.setUniformMat4("P", MainCamera.projection);
|
||||
|
||||
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(command.num_elements),
|
||||
GL_UNSIGNED_INT, NULL);
|
||||
@ -287,8 +287,8 @@ void Renderer::SkyboxPass() {
|
||||
// Render skybox
|
||||
glDepthMask(GL_FALSE);
|
||||
SkyboxShader.Use();
|
||||
SkyboxShader.setUniformMat4("projection", MainCamera.ProjectionMatrix);
|
||||
SkyboxShader.setUniformMat4("view", glm::mat4(glm::mat3(MainCamera.ViewMatrix))); // remove rotation from the view matrix
|
||||
SkyboxShader.setUniformMat4("projection", MainCamera.projection);
|
||||
SkyboxShader.setUniformMat4("view", glm::mat4(glm::mat3(MainCamera.view))); // remove rotation from the view matrix
|
||||
glBindVertexArray(skyboxVAO);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, sky.getID());
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
@ -334,7 +334,7 @@ void Renderer::lightingPass(Scene& scene){
|
||||
lightnr++;
|
||||
});
|
||||
|
||||
lightingPassShader.setUniformVec3("viewPos", MainCamera.Position);
|
||||
//lightingPassShader.setUniformVec3("viewPos", MainCamera.Position);
|
||||
|
||||
// render to quad
|
||||
if (quadVAO == 0)
|
||||
@ -373,8 +373,8 @@ void Renderer::BlendingPass() {
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, grassTexture.GetID());
|
||||
|
||||
BlendingShader.setUniformMat4("V", MainCamera.ViewMatrix);
|
||||
BlendingShader.setUniformMat4("P", MainCamera.ProjectionMatrix);
|
||||
BlendingShader.setUniformMat4("V", MainCamera.view);
|
||||
BlendingShader.setUniformMat4("P", MainCamera.projection);
|
||||
|
||||
|
||||
for (unsigned int i = 0; i < vegetation.size(); i++) {
|
||||
|
29
YoggieEngine/src/Layer.h
Normal file
29
YoggieEngine/src/Layer.h
Normal file
@ -0,0 +1,29 @@
|
||||
#pragma once
|
||||
|
||||
class Layer {
|
||||
|
||||
public:
|
||||
~Layer() { OnDestroy(); }
|
||||
Layer() { OnCreate(); }
|
||||
|
||||
Layer(const std::string name )
|
||||
: Name(name) {}
|
||||
|
||||
|
||||
virtual void OnUpdate(){}
|
||||
virtual void OnUI(){}
|
||||
virtual void OnStartup(){}
|
||||
|
||||
virtual void OnAttach() {}
|
||||
virtual void OnDetach() {}
|
||||
|
||||
|
||||
virtual void OnCreate() {}
|
||||
virtual void OnDestroy(){}
|
||||
|
||||
private:
|
||||
|
||||
std::string Name;
|
||||
|
||||
|
||||
};
|
27
YoggieEngine/src/LayerStack.cpp
Normal file
27
YoggieEngine/src/LayerStack.cpp
Normal file
@ -0,0 +1,27 @@
|
||||
#include "YoggieEngine.h"
|
||||
#include "LayerStack.h"
|
||||
|
||||
LayerStack::~LayerStack()
|
||||
{
|
||||
for (Layer* layer : layers) {
|
||||
layer->OnDetach();
|
||||
delete layer;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void LayerStack::PushLayer(Layer* layer) {
|
||||
layers.emplace(layers.begin() + insertion_index, layer);
|
||||
insertion_index++;
|
||||
}
|
||||
|
||||
|
||||
void LayerStack::PopLayer(Layer* layer) {
|
||||
auto it = std::find(layers.begin(), layers.begin() + insertion_index, layer);
|
||||
if (it != layers.begin() + insertion_index) {
|
||||
layer->OnDetach();
|
||||
layers.erase(it);
|
||||
insertion_index--;
|
||||
|
||||
}
|
||||
}
|
22
YoggieEngine/src/LayerStack.h
Normal file
22
YoggieEngine/src/LayerStack.h
Normal file
@ -0,0 +1,22 @@
|
||||
#pragma once
|
||||
#include "Layer.h"
|
||||
#include <vector>
|
||||
|
||||
class LayerStack{
|
||||
public:
|
||||
LayerStack() = default;
|
||||
~LayerStack();
|
||||
|
||||
void PushLayer(Layer* layer);
|
||||
void PopLayer(Layer* layer);
|
||||
|
||||
std::vector<Layer*>::iterator begin() { return layers.begin(); }
|
||||
std::vector<Layer*>::iterator end() { return layers.end(); }
|
||||
std::vector<Layer*>::reverse_iterator rbegin() { return layers.rbegin(); }
|
||||
std::vector<Layer*>::reverse_iterator rend() { return layers.rend(); }
|
||||
|
||||
|
||||
private:
|
||||
std::vector<Layer*> layers;
|
||||
int insertion_index = 0;
|
||||
};
|
@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
#include "Entity.h"
|
||||
#include <glm/gtx/quaternion.hpp>
|
||||
namespace YoggieEngine {
|
||||
struct IdentifierComponent {
|
||||
std::string name;
|
||||
@ -13,6 +14,12 @@ namespace YoggieEngine {
|
||||
|
||||
glm::mat4 LocalTransform = glm::mat4(1.0f);
|
||||
|
||||
glm::mat4 GetTransform() const {
|
||||
glm::mat4 rotation = glm::toMat4(glm::quat(Rotation));
|
||||
return glm::translate(glm::mat4(1.0f), Position) * rotation * glm::scale(glm::mat4(1.0f), Scale);
|
||||
}
|
||||
|
||||
|
||||
};
|
||||
|
||||
struct RelationComponent {
|
||||
@ -58,6 +65,8 @@ namespace YoggieEngine {
|
||||
|
||||
|
||||
struct Render3DComponent {
|
||||
Renderable* renderable;
|
||||
|
||||
unsigned int VAO = 0;
|
||||
unsigned int IBO = 0;
|
||||
Mesh mesh;
|
||||
|
Loading…
x
Reference in New Issue
Block a user