YoggieEngine/Editor/src/app.cpp

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#include "../../YoggieEngine/src/EntryPoint.h"
#include "../../YoggieEngine/src/AssetManager/ModelImporter.h"
#include "../../YoggieEngine/src/Physics/Physics.h"
#include <nfd.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "UI/GUIRenderer.h"
#include "UI/Widgets.h"
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#include "Project/Project.h"
#include "SceneSerializer.h"
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#include "AssetManagement/AssetManager.h"
#include "UI/MainMenuBar.h"
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const unsigned int MS_PER_UPDATE = 2;
void CreateTestProject(std::unique_ptr<Project>& project, Scene& scene);
RendererConfig EditorSceneRendererConfig{
1200, // Screen Width
700, // Screen Height
glm::vec3{0,0,0}, // Clear Color
true // Depth testing
};
class Editor : public Application {
public:
Editor()
: Application("Editor"),
AppWindow(1200,700),
framebuffer(new Framebuffer(1200,700)),
viewportRenderer(EditorSceneRendererConfig),
EditorGUIRenderer(AppWindow),
Selected((entt::entity)-1)
{
viewportRenderer.setCurrentFrameBuffer(*framebuffer);
}
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void RenderScene() {
// submit DrawCommands for all render3DComponents
auto group = ActiveScene.getReg().view<TransformComponent, Render3DComponent>();
group.each([&](auto enity, TransformComponent& t, Render3DComponent& renderComponent) {
viewportRenderer.Submit(renderComponent, t);
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});
viewportRenderer.Render();
}
void RenderEditorGUI() {
EditorGUIRenderer.Begin();
ImGui::DockSpaceOverViewport(ImGui::GetMainViewport());
// Show a menu bar
{
MainMenuBar menuBar = MainMenuBar();
menuBar.ApplicationMenu(CurrentProject);
menuBar.SceneMenu(CurrentProject, ActiveScene);
menuBar.SelectMenu();
menuBar.WindowMenu();
menuBar.DebugMenu();
menuBar.Help();
}
{
ProjectInfo projectInfo(*(CurrentProject.get()));
}
{
Viewport sceneview = Viewport(*framebuffer, viewportRenderer.getCamera());
}
{
RuntimeControls rc = RuntimeControls();
}
{
SceneExplorer explorer(Selected, ActiveScene);
}
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{
Inspector inspector = Inspector();
if (ActiveScene.getReg().valid(Selected)) {
Entity SelectedEntity = Entity(Selected, &ActiveScene);
inspector.AddComponentDropDown(SelectedEntity);
inspector.ShowComponents(SelectedEntity);
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}
}
{
Settings settings = Settings();
}
{
// AssetFinder assetsView = AssetFinder();
}
{
Console console = Console();
console.Show();
}
ImGui::ShowDemoWindow();
ImGui::ShowMetricsWindow();
EditorGUIRenderer.End();
}
void Run() override
{
CreateTestProject(CurrentProject, ActiveScene);
ActiveScene.Start();
// Create the physics engine demo!
Physics Physics;
//Physics.Demo();
double previous = glfwGetTime();
double lag = 0.0;
while (!AppWindow.WindowShouldClose())
{
double current = glfwGetTime();
double elapsed = current - previous;
previous = current;
lag += elapsed;
AppWindow.Poll();
if (SimulatePhysics)
{
Physics.Step(1.0f / 60.0f);
}
while (lag >= MS_PER_UPDATE)
{
ActiveScene.Update();
lag -= MS_PER_UPDATE;
}
RenderScene();
RenderEditorGUI();
AppWindow.SwapBuffers();
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
}
delete framebuffer;
ActiveScene.Stop();
}
private:
NativeWindow AppWindow;
Framebuffer* framebuffer;
Renderer viewportRenderer;
GUIRenderer EditorGUIRenderer;
// Editor State
bool SimulatePhysics = false;
entt::entity Selected;
std::unique_ptr<Project> CurrentProject;
Scene ActiveScene;
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};
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YoggieEngine::Application* CreateApplication() {
return new Editor();
}
void CreateTestProject(std::unique_ptr<Project>& project, Scene& scene ) {
project = std::make_unique<Project>();
std::string path = (std::filesystem::current_path()).string();
project.get()->setProjectDirectory(path);
AssetManager::Init();
AssetManager::setAssetPath(project.get()->GetProjectDirectory());
AssetManager::BuildAssetView();
// Create a level and load it as the current level
auto importer = ModelImporter();
// Create a cube
auto model = importer.Import("build/Debug/Models/Cube.obj");
auto cube = scene.AddEntity("Cube");
auto& render3DComponent = cube.AddComponent<Render3DComponent>();
render3DComponent.mesh = *(model->renderable->mesh);
cube.GetComponent<TransformComponent>().Position = glm::vec3(1.0f, 0.0f, 5.0f);
auto cube2 = scene.AddEntity("Cube1");
auto& rendercube2 = cube2.AddComponent<Render3DComponent>();
rendercube2.mesh = *(model->renderable->mesh);
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// create an ambient light source
auto AmbientLight = scene.AddEntity("AmbientLight");
auto light = AmbientLight.AddComponent<LightComponent>();
light.Color = glm::vec3(1.0f);
light.Strength = 1.0f;
}