Sandbox App is no longer an editor, Editor setup has moved to the editor project
This commit is contained in:
parent
955eeabb48
commit
23ac663667
@ -35,28 +35,7 @@ void GUIManager::Render()
|
|||||||
|
|
||||||
ImGui::NewFrame();
|
ImGui::NewFrame();
|
||||||
|
|
||||||
|
|
||||||
ImGui::DockSpaceOverViewport(ImGui::GetMainViewport());
|
|
||||||
|
|
||||||
ImGui::Begin("##App");
|
ImGui::Begin("##App");
|
||||||
// Show a menu bar
|
|
||||||
ImGui::BeginMainMenuBar();
|
|
||||||
|
|
||||||
if (ImGui::BeginMenu("Application")) {
|
|
||||||
|
|
||||||
|
|
||||||
if (ImGui::MenuItem("Exit")) {
|
|
||||||
// TODO: Exit application
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
ImGui::EndMenu();
|
|
||||||
}
|
|
||||||
|
|
||||||
ImGui::EndMainMenuBar();
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
ImmediateGraphicsDraw();
|
ImmediateGraphicsDraw();
|
||||||
ImGui::End();
|
ImGui::End();
|
||||||
|
@ -22,6 +22,49 @@ BarinkEngine::Renderer::~Renderer()
|
|||||||
// glDeleteBuffers(1, &UV_id);
|
// glDeleteBuffers(1, &UV_id);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
void BarinkEngine::Renderer::Render()
|
||||||
|
{
|
||||||
|
Angle += 0.0001f;
|
||||||
|
|
||||||
|
for (auto model : models) {
|
||||||
|
// Push matrices etc ....
|
||||||
|
model->vertexarray.Bind();
|
||||||
|
|
||||||
|
model->elementBuffer.Bind(true);
|
||||||
|
|
||||||
|
if (model->material == nullptr) {
|
||||||
|
std::cout << "No material attached!" << std::endl;
|
||||||
|
// continue; //NOTE: Or use some default Material
|
||||||
|
}
|
||||||
|
else {
|
||||||
|
model->material->shader.Use();
|
||||||
|
model->material->Apply();
|
||||||
|
|
||||||
|
model->material->shader.setUniformVec3("Color", model->material->Color);
|
||||||
|
|
||||||
|
|
||||||
|
model->material->shader.setUniformMat4("M", glm::rotate(glm::mat4(), Angle, glm::vec3(0.5f, 0.5f, 0.0f)));
|
||||||
|
model->material->shader.setUniformMat4("V", cam.GetViewMatrix());
|
||||||
|
model->material->shader.setUniformMat4("P", projection);
|
||||||
|
// Update perf counters
|
||||||
|
ES.verts = model->mesh->vertices.size();
|
||||||
|
ES.DC++;
|
||||||
|
|
||||||
|
glDrawElements(GL_TRIANGLES,
|
||||||
|
static_cast<unsigned int>(model->mesh->elements.size()),
|
||||||
|
GL_UNSIGNED_INT,
|
||||||
|
NULL
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
model->vertexarray.Unbind();
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
void BarinkEngine::Renderer::Render(Framebuffer& framebuffer)
|
void BarinkEngine::Renderer::Render(Framebuffer& framebuffer)
|
||||||
{
|
{
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.GetId());
|
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.GetId());
|
||||||
|
@ -19,6 +19,8 @@ namespace BarinkEngine {
|
|||||||
Renderer();
|
Renderer();
|
||||||
~Renderer();
|
~Renderer();
|
||||||
|
|
||||||
|
|
||||||
|
void Render();
|
||||||
void Render(Framebuffer& framebuffer);
|
void Render(Framebuffer& framebuffer);
|
||||||
|
|
||||||
void Submit(Renderable* model);
|
void Submit(Renderable* model);
|
||||||
|
@ -1,8 +1,138 @@
|
|||||||
#include <iostream>
|
#include "../../BarinkEngine/src/BarinkEngine.h"
|
||||||
|
#include "../../BarinkEngine/src/Scene/SceneManager.h"
|
||||||
|
#include "../../BarinkEngine/src/Scene/SceneNodeTypes.h"
|
||||||
|
#include "../../BarinkEngine/src/AssetManager/ModelImporter.h"
|
||||||
|
#include "../../BarinkEngine/src/Graphics/Framebuffer.h"
|
||||||
|
#include <imgui.h>
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Define globals
|
||||||
|
*/
|
||||||
|
Shader* shader;
|
||||||
|
|
||||||
int main()
|
char* code = new char[254];
|
||||||
{
|
|
||||||
std::cout << "Welcome to the Editor!" << std::endl;
|
const std::string vertexShaderSource = "build/Debug/test.vs";
|
||||||
|
const std::string fragmentShaderSource = "build/Debug/test.fs";
|
||||||
|
|
||||||
|
BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
|
||||||
|
Framebuffer* framebuffer;
|
||||||
|
Scene* Level1;
|
||||||
|
BarinkEngine::SceneObject* cube;
|
||||||
|
/*
|
||||||
|
* Runs once at startup
|
||||||
|
* - USe to initialize the game/sandbox/demo
|
||||||
|
*/
|
||||||
|
void Start() {
|
||||||
|
// Build a basic test scene
|
||||||
|
// NOTE: This will later be done through an editor
|
||||||
|
|
||||||
|
// Create a level and load it as the current level
|
||||||
|
std::string levelName("Test Level");
|
||||||
|
Level1 = SceneManager::CreateScene(levelName);
|
||||||
|
SceneManager::LoadScene(*Level1);
|
||||||
|
|
||||||
|
shader = new Shader(vertexShaderSource, fragmentShaderSource);
|
||||||
|
|
||||||
|
// Create a cube node
|
||||||
|
|
||||||
|
cube = MI->Import("build/Debug/Models/cube.obj");
|
||||||
|
cube->renderable->material = new Material(*shader);
|
||||||
|
cube->renderable->material->Color = glm::vec3(1.0f, 0.0f, 0.0f);
|
||||||
|
|
||||||
|
// What is in cube now ??
|
||||||
|
std::cout << "mesh vertices: " << cube->renderable->mesh->vertices.size() << std::endl;
|
||||||
|
std::cout << "mesh elements: " << cube->renderable->mesh->elements.size() << std::endl;
|
||||||
|
|
||||||
|
Level1->GetRoot().addChild(*cube);
|
||||||
|
|
||||||
|
memset(code, '\0', 254);
|
||||||
|
framebuffer = new Framebuffer();
|
||||||
|
|
||||||
|
std::cout << "Colour attachment id; " << framebuffer->GetColourAttachment() << std::endl;
|
||||||
|
// TODO: Move to runtime/ Engine
|
||||||
|
// NOTE: Submits should later be done through walking the sceneTree
|
||||||
|
|
||||||
|
renderer.Submit(cube->renderable);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Runs every frame
|
||||||
|
* - Use to draw Immediate mode graphics (Not meant for HUD's )
|
||||||
|
*/
|
||||||
|
void ImmediateGraphicsDraw()
|
||||||
|
{
|
||||||
|
|
||||||
|
ImGui::DockSpaceOverViewport(ImGui::GetMainViewport());
|
||||||
|
|
||||||
|
// Show a menu bar
|
||||||
|
ImGui::BeginMainMenuBar();
|
||||||
|
|
||||||
|
if (ImGui::BeginMenu("Application")) {
|
||||||
|
|
||||||
|
|
||||||
|
if (ImGui::MenuItem("Exit")) {
|
||||||
|
// TODO: Exit application
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
ImGui::EndMenu();
|
||||||
|
}
|
||||||
|
|
||||||
|
ImGui::EndMainMenuBar();
|
||||||
|
|
||||||
|
|
||||||
|
// Show internal BarinkEngine stats
|
||||||
|
ShowStats();
|
||||||
|
|
||||||
|
ImGui::Begin("Viewport");
|
||||||
|
ImGui::Image((void*)(intptr_t)framebuffer->GetColourAttachment(), ImVec2{ 800,600 });
|
||||||
|
ImGui::End();
|
||||||
|
|
||||||
|
static float Zoom = 90;
|
||||||
|
static glm::vec3 Position = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||||
|
static glm::vec3 Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||||
|
|
||||||
|
ImGui::Begin("Camera");
|
||||||
|
ImGui::SliderFloat("Zoom", &Zoom, 10, 190);
|
||||||
|
ImGui::InputFloat3("Position:", &Position[0]);
|
||||||
|
|
||||||
|
ImGui::InputFloat3("Rotation:", &Rotation[0]);
|
||||||
|
ImGui::End();
|
||||||
|
|
||||||
|
ImGui::Begin("Scripting");
|
||||||
|
ImGui::Text("Lua Code");
|
||||||
|
ImGui::InputTextMultiline("##", code, 255);
|
||||||
|
bool runCode = ImGui::Button("Run");
|
||||||
|
ImGui::End();
|
||||||
|
|
||||||
|
ImGui::Begin("Scene Explorer");
|
||||||
|
ImGui::End();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Runs every frame
|
||||||
|
* - Meant for game logic ( non-physics related)
|
||||||
|
*/
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
// glBindFramebuffer(GL_FRAMEBUFFER, framebuffer->GetId());
|
||||||
|
|
||||||
|
renderer.Render(*framebuffer);
|
||||||
|
|
||||||
|
// glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Runs at the end of the program
|
||||||
|
* - Meant for cleanup
|
||||||
|
*/
|
||||||
|
void Stop()
|
||||||
|
{
|
||||||
|
delete framebuffer;
|
||||||
|
delete MI;
|
||||||
|
delete shader;
|
||||||
|
}
|
@ -18,7 +18,6 @@ const std::string vertexShaderSource = "build/Debug/test.vs";
|
|||||||
const std::string fragmentShaderSource = "build/Debug/test.fs";
|
const std::string fragmentShaderSource = "build/Debug/test.fs";
|
||||||
|
|
||||||
BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
|
BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
|
||||||
Framebuffer* framebuffer;
|
|
||||||
Scene* Level1;
|
Scene* Level1;
|
||||||
BarinkEngine::SceneObject* cube;
|
BarinkEngine::SceneObject* cube;
|
||||||
/*
|
/*
|
||||||
@ -26,8 +25,6 @@ BarinkEngine::SceneObject* cube;
|
|||||||
* - USe to initialize the game/sandbox/demo
|
* - USe to initialize the game/sandbox/demo
|
||||||
*/
|
*/
|
||||||
void Start() {
|
void Start() {
|
||||||
// Build a basic test scene
|
|
||||||
// NOTE: This will later be done through an editor
|
|
||||||
|
|
||||||
// Create a level and load it as the current level
|
// Create a level and load it as the current level
|
||||||
std::string levelName("Test Level");
|
std::string levelName("Test Level");
|
||||||
@ -49,9 +46,7 @@ void Start() {
|
|||||||
Level1->GetRoot().addChild(*cube);
|
Level1->GetRoot().addChild(*cube);
|
||||||
|
|
||||||
memset(code, '\0', 254);
|
memset(code, '\0', 254);
|
||||||
framebuffer = new Framebuffer();
|
|
||||||
|
|
||||||
std::cout << "Colour attachment id; "<< framebuffer->GetColourAttachment() << std::endl;
|
|
||||||
// TODO: Move to runtime/ Engine
|
// TODO: Move to runtime/ Engine
|
||||||
// NOTE: Submits should later be done through walking the sceneTree
|
// NOTE: Submits should later be done through walking the sceneTree
|
||||||
|
|
||||||
@ -67,14 +62,6 @@ void ImmediateGraphicsDraw()
|
|||||||
{
|
{
|
||||||
// Show internal BarinkEngine stats
|
// Show internal BarinkEngine stats
|
||||||
ShowStats();
|
ShowStats();
|
||||||
SceneView(*framebuffer);
|
|
||||||
|
|
||||||
// Show different tooling for this specific sandbox
|
|
||||||
CameraTool();
|
|
||||||
ScriptingTool(code);
|
|
||||||
|
|
||||||
SceneExplorer( "Scene Explorer");
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@ -83,11 +70,9 @@ void ImmediateGraphicsDraw()
|
|||||||
*/
|
*/
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
// glBindFramebuffer(GL_FRAMEBUFFER, framebuffer->GetId());
|
|
||||||
|
|
||||||
renderer.Render(*framebuffer);
|
renderer.Render();
|
||||||
|
|
||||||
// glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@ -96,7 +81,6 @@ void Update()
|
|||||||
*/
|
*/
|
||||||
void Stop()
|
void Stop()
|
||||||
{
|
{
|
||||||
delete framebuffer;
|
|
||||||
delete MI;
|
delete MI;
|
||||||
delete shader;
|
delete shader;
|
||||||
}
|
}
|
Loading…
Reference in New Issue
Block a user