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#include "../../YoggieEngine/src/EntryPoint.h"
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2022-11-12 21:40:36 +00:00
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#include "../../YoggieEngine/src/AssetManager/ModelImporter.h"
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2022-11-05 19:50:35 +00:00
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2022-11-05 18:14:23 +00:00
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#include <nfd.h>
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2022-11-05 19:50:35 +00:00
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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 "UI/GUIRenderer.h"
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#include "UI/Widgets.h"
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#include "Project/Project.h"
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#include "SceneSerializer.h"
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#include "AssetManagement/AssetManager.h"
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#include "UI/MainMenuBar.h"
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const unsigned int MS_PER_UPDATE = 2;
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void CreateTestProject(std::unique_ptr<Project>& project, Scene& scene);
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class Editor : public Application {
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public:
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Editor() : Application("Editor"){
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}
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void Run() override
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{
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auto NativeEditorWindow = NativeWindow(1200, 700);
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framebuffer = new Framebuffer(800, 600);
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auto renderer = Renderer(RendererConfig{
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1200, // Screen Width
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700, // Screen Height
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glm::vec3{0,0,0}, // Clear Color
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true // Depth testing
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});
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auto GuiRenderer = GUIRenderer(NativeEditorWindow);
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Selected = (entt::entity)-1;
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CreateTestProject(CurrentProject, ActiveScene);
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ActiveScene.Start();
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renderer.setCurrentFrameBuffer(*framebuffer);
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double previous = glfwGetTime();
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double lag = 0.0;
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while (!NativeEditorWindow.WindowShouldClose())
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{
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double current = glfwGetTime();
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double elapsed = current - previous;
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previous = current;
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lag += elapsed;
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NativeEditorWindow.Poll();
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while (lag >= MS_PER_UPDATE)
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{
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ActiveScene.Update();
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lag -= MS_PER_UPDATE;
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}
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// submit DrawCommands for all render3DComponents
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auto group = ActiveScene.getReg().view<TransformComponent, Render3DComponent>();
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group.each([&renderer](auto enity, TransformComponent& t, Render3DComponent& renderComponent) {
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renderer.Submit(renderComponent, t);
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});
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renderer.Render();
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GuiRenderer.Begin();
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RenderGUI();
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GuiRenderer.End();
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NativeEditorWindow.SwapBuffers();
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glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
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}
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delete framebuffer;
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ActiveScene.Stop();
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}
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void RenderGUI() {
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ImGui::DockSpaceOverViewport(ImGui::GetMainViewport());
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// Show a menu bar
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{
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MainMenuBar menuBar= MainMenuBar();
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menuBar.ApplicationMenu(CurrentProject);
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menuBar.SceneMenu(CurrentProject, ActiveScene);
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}
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{
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ProjectInfo projectInfo(*(CurrentProject.get()));
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}
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{
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Viewport sceneview = Viewport(*framebuffer);
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}
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{
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SceneExplorer explorer(Selected, ActiveScene);
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}
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{
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Inspector inspector = Inspector();
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if (ActiveScene.getReg().valid(Selected)) {
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Entity SelectedEntity = Entity(Selected, &ActiveScene);
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inspector.AddComponentDropDown(SelectedEntity);
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inspector.ShowComponents(SelectedEntity);
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}
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}
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{
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Settings();
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}
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{
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AssetFinder assetsView = AssetFinder();
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}
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{
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Console console = Console();
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console.Show();
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}
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ImGui::ShowDemoWindow();
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ImGui::ShowMetricsWindow();
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}
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private:
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std::unique_ptr<Project> CurrentProject;
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Scene ActiveScene;
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entt::entity Selected;
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Framebuffer* framebuffer ;
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};
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YoggieEngine::Application* CreateApplication() {
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return new Editor();
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}
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void CreateTestProject(std::unique_ptr<Project>& project, Scene& scene ) {
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project = std::make_unique<Project>();
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std::string path = (std::filesystem::current_path()).string();
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project.get()->setProjectDirectory(path);
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AssetManager::Init();
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AssetManager::setAssetPath(project.get()->GetProjectDirectory());
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AssetManager::BuildAssetView();
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// Create a level and load it as the current level
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auto importer = ModelImporter();
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// Create a cube
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auto model = importer.Import("build/Debug/Models/Cube.obj");
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auto cube = scene.AddEntity("cube");
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auto& render3DComponent = cube.AddComponent<Render3DComponent>();
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render3DComponent.mesh = *(model->renderable->mesh);
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cube.GetComponent<TransformComponent>().Position = glm::vec3(1.0f, 0.0f, 5.0f);
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auto cube2 = scene.AddEntity("Cube1");
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auto& rendercube2 = cube2.AddComponent<Render3DComponent>();
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rendercube2.mesh = *(model->renderable->mesh);
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// create an ambient light source
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auto AmbientLight = scene.AddEntity("AmbientLight");
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auto light = AmbientLight.AddComponent<LightComponent>();
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light.Color = glm::vec3(1.0f);
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light.Strength = 1.0f;
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}
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