Clean up of sandbox

* Added a statistics panel
* Added comments to `Sandbox.cpp`
* Moved utility functions and GUI code out of sandbox.cpp
This commit is contained in:
Nigel Barink 2022-05-29 15:23:08 +02:00
parent 8cc6ed1f15
commit 02727c74bb
8 changed files with 183 additions and 76 deletions

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@ -1,5 +1,7 @@
#include "BarinkEngine.h" #include "BarinkEngine.h"
#include <imgui.h> #include <imgui.h>
#include <chrono>
extern void Start(); extern void Start();
extern void Update(); extern void Update();
@ -9,7 +11,20 @@ extern void Stop();
using namespace BarinkEngine; using namespace BarinkEngine;
struct EngineStatistics{
unsigned int lastSampleTime;
unsigned int frames;
float frameTime;
unsigned int FPS;
};
EngineStatistics* ES;
int main(int argc, char* argv[]) { int main(int argc, char* argv[]) {
ES = new EngineStatistics();
ES->frames = 0;
ES->lastSampleTime = 0;
// Startup services // Startup services
BarinkWindow MainWindow = BarinkWindow(800, 600); BarinkWindow MainWindow = BarinkWindow(800, 600);
@ -24,8 +39,27 @@ int main(int argc, char* argv[]) {
// First call to setup game // First call to setup game
Start(); Start();
ES->lastSampleTime = std::chrono::duration_cast<std::chrono::milliseconds> (std::chrono::system_clock::now().time_since_epoch()).count();
// Runtime loop // Runtime loop
while (!MainWindow.WindowShouldClose()) { while (!MainWindow.WindowShouldClose()) {
ES->frames++;
unsigned int now = std::chrono::duration_cast<std::chrono::milliseconds> (std::chrono::system_clock::now().time_since_epoch()).count();
unsigned int MilliSecondsPast = ES->lastSampleTime - now;
if ( MilliSecondsPast >= 1000) {
ES->FPS = 1000 / ES->frames ;
ES->frameTime = ES->frames / 1000;
ES->frames = 0;
ES->lastSampleTime = now;
}
InputSystem.PollEvents(); InputSystem.PollEvents();
Update(); Update();
@ -36,6 +70,8 @@ int main(int argc, char* argv[]) {
GUISystem.Render(); GUISystem.Render();
MainWindow.SwapBuffers(); MainWindow.SwapBuffers();
} }
@ -45,9 +81,18 @@ int main(int argc, char* argv[]) {
// Shutdown Services // Shutdown Services
delete ES;
return 0; return 0;
} }
void ShowStats() {
ImGui::Begin("Statistics", false, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove );
ImGui::Text("Frames: %i", ES->frames);
ImGui::Text("FPS: %i", ES->FPS);
ImGui::Text("Frame Time: %f", ES->frameTime);
ImGui::End();
}

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@ -16,6 +16,6 @@
#include "Graphics/GUI/GUIManager.h" #include "Graphics/GUI/GUIManager.h"
#include "Scene.h" #include "Scene.h"
void WARN(std::string message);
void ShowStats();

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@ -2,6 +2,8 @@
out vec4 FragColor; out vec4 FragColor;
uniform vec3 MatColour;
void main(){ void main(){
FragColor = vec4(0.5f, 0.5f, 0.0f , 1.0f); FragColor = vec4(MatColour, 1.0f);
} }

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@ -0,0 +1,31 @@
#include "GUI.h"
void CameraTool(Camera* cam) {
ImGui::Begin("Camera");
ImGui::SliderFloat("Zoom:", &cam->Zoom, 10, 190);
ImGui::End();
}
void ScriptingTool(char* code) {
ImGui::Begin("Scripting");
ImGui::InputTextMultiline("Lua Script", code, 255);
bool runCode = ImGui::Button("Run");
ImGui::End();
}
void transformWindow(Transform& transform, std::string PanelName) {
ImGui::Begin(PanelName.c_str());
ImGui::InputFloat3("Position:", (float*)&transform.Position[0]);
ImGui::InputFloat3("Rotation:", (float*)&transform.Rotation[0]);
ImGui::InputFloat3("Scale:", (float*)&transform.Scale[0]);
ImGui::End();
}

7
SandboxApplication/GUI.h Normal file
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@ -0,0 +1,7 @@
#pragma once
#include "imgui.h"
#include <BarinkEngine.h>
void CameraTool(Camera* camera);
void ScriptingTool(char* code);
void transformWindow(Transform& transform, std::string PanelName);

View File

@ -1,32 +1,31 @@
#include "BarinkEngine.h" #include "BarinkEngine.h"
#include "imgui.h" #include "imgui.h"
using namespace BarinkEngine; #include "GUI.h"
#include "Util.h"
/*
* Define globals
*/
Camera* cam; Camera* cam;
Renderable* Cube; Renderable* Cube;
Renderable* Cube2; Renderable* Cube2;
Shader* shader;
char* code = new char[254]; char* code = new char[254];
const std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs";
const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
void PrintSceneTree(SceneNode& node, int depth ){ /*
// Indent name based on depth * Runs once at startup
std::cout << " "; * - USe to initialize the game/sandbox/demo
for (int i = 0; i < depth; i++) { */
std::cout << "-";
}
std::cout << " " << node.name << std::endl;
depth++;
for (auto child : node.children) {
PrintSceneTree(*child, depth);
}
}
void Start() { void Start() {
/*
Building a very basic scene graph
*/
SceneNode MyCube = SceneNode(); SceneNode MyCube = SceneNode();
MyCube.name = "MyCube"; MyCube.name = "MyCube";
@ -48,6 +47,13 @@ void Start() {
// Walk scene graph // Walk scene graph
PrintSceneTree(scene.GetRoot(),0); PrintSceneTree(scene.GetRoot(),0);
shader = new Shader(vertexShaderSource, fragmentShaderSource);
/*
* load meshes
*/
Cube = Renderable::Load(); Cube = Renderable::Load();
Cube2 = Renderable::Load(); Cube2 = Renderable::Load();
Cube->addChild(*Cube2); Cube->addChild(*Cube2);
@ -56,96 +62,72 @@ void Start() {
memset(code, '\0', 254); memset(code, '\0', 254);
} }
/*
* Runs every frame
void transformWindow(Transform& transform, std::string PanelName) { * - Use to draw Immediate mode graphics (Not meant for HUD's )
ImGui::Begin(PanelName.c_str()); */
ImGui::InputFloat3("Position:", (float*)&transform.Position[0]);
ImGui::InputFloat3("Rotation:", (float*)&transform.Rotation[0]);
ImGui::InputFloat3("Scale:", (float*)&transform.Scale[0]);
ImGui::End();
}
void ImmediateGraphicsDraw() { void ImmediateGraphicsDraw() {
ImGui::NewFrame(); ImGui::NewFrame();
// Show ImGui demo such that I can easily look
// at possible GUI elements to use
ImGui::ShowDemoWindow();
ImGui::Begin("Camera");
ImGui::SliderFloat("Zoom:", &cam->Zoom, 10, 190); // Show internal BarinkEngine stats
ShowStats();
ImGui::End();
// Show different tooling for this specific sandbox
CameraTool(cam);
ScriptingTool(code);
transformWindow(Cube->transform, "Transform (Cube)"); transformWindow(Cube->transform, "Transform (Cube)");
transformWindow(Cube2->transform, "Transform (Cube2)"); transformWindow(Cube2->transform, "Transform (Cube2)");
ImGui::Begin("Scripting!!");
ImGui::InputTextMultiline("Lua Script", code, 255);
bool runCode = ImGui::Button("Run");
ImGui::End();
ImGui::ShowDemoWindow();
} }
/*
* Runs every frame
glm::mat4 CalculateModelMat(Transform& transform) { * - Meant for game logic ( non-physics related)
*/
glm::mat4 tran = glm::translate(glm::mat4(), transform.Position);
glm::mat4 scale = glm::scale(glm::mat4(), transform.Scale);
glm::mat4 rot =
glm::rotate(glm::mat4(), glm::radians(transform.Rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)) *
glm::rotate(glm::mat4(), glm::radians(transform.Rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)) *
glm::rotate(glm::mat4(), glm::radians(transform.Rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
return tran * rot * scale;
}
void Update() void Update()
{ {
std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs";
std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
Shader shader = Shader(vertexShaderSource, fragmentShaderSource);
/*
* NOTE: this needs to move to the renderer
* Render code should not appear in the sandbox file
*/
glm::mat4 projection = glm::perspective(glm::radians(cam->Zoom), (800.0f / 600.0f), 0.001f, 100.0f); glm::mat4 projection = glm::perspective(glm::radians(cam->Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
shader.Use(); shader->Use();
shader.setUniformMat4("P", projection); shader->setUniformMat4("P", projection);
shader.setUniformMat4("M", CalculateModelMat(Cube->transform)); shader->setUniformMat4("M", CalculateModelMat(Cube->transform));
shader.setUniformMat4("V", cam->GetViewMatrix()); shader->setUniformMat4("V", cam->GetViewMatrix());
shader.setUniformVec3("MatColour", glm::vec3(1.0f, 0.0f, 0.0f)); shader->setUniformVec3("MatColour", glm::vec3(1.0f, 0.0f, 0.0f));
Cube->Draw(); Cube->Draw();
shader.setUniformMat4("M", CalculateModelMat(Cube2->transform)); shader->setUniformMat4("M", CalculateModelMat(Cube2->transform));
shader.setUniformVec3("MatColour", glm::vec3(0.0f, 1.0f, 0.0f)); shader->setUniformVec3("MatColour", glm::vec3(0.0f, 1.0f, 0.0f));
Cube2->Draw(); Cube2->Draw();
} }
/*
* Runs at the end of the program
* - Meant for cleanup
*/
void Stop() { void Stop() {
// Cleanup // Cleanup
Cube->VAO.Delete(); Cube->VAO.Delete();
@ -156,4 +138,6 @@ void Stop() {
delete Cube2; delete Cube2;
delete Cube; delete Cube;
delete shader;
} }

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@ -0,0 +1,32 @@
#include "Util.h"
void PrintSceneTree(SceneNode& node, int depth) {
// Indent name based on depth
std::cout << " ";
for (int i = 0; i < depth; i++) {
std::cout << "-";
}
std::cout << " " << node.name << std::endl;
depth++;
for (auto child : node.children) {
PrintSceneTree(*child, depth);
}
}
glm::mat4 CalculateModelMat(Transform& transform) {
glm::mat4 tran = glm::translate(glm::mat4(), transform.Position);
glm::mat4 scale = glm::scale(glm::mat4(), transform.Scale);
glm::mat4 rot =
glm::rotate(glm::mat4(), glm::radians(transform.Rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)) *
glm::rotate(glm::mat4(), glm::radians(transform.Rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)) *
glm::rotate(glm::mat4(), glm::radians(transform.Rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
return tran * rot * scale;
}

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@ -0,0 +1,6 @@
#pragma once
#include "BarinkEngine.h"
void PrintSceneTree(SceneNode& node, int depth);
glm::mat4 CalculateModelMat(Transform& transform);