Moved model file loading logic to the editor code base
This commit is contained in:
parent
89f5b1497f
commit
28927d9a4e
@ -2,6 +2,7 @@
|
||||
#include "../../YoggieEngine/src/YoggieEngine.h"
|
||||
#include <filesystem>
|
||||
#include <string>
|
||||
#include "uuid.h"
|
||||
|
||||
enum class ASSET_TYPE {
|
||||
Unknown = -1,
|
||||
@ -13,34 +14,12 @@ enum class ASSET_TYPE {
|
||||
class Asset {
|
||||
public:
|
||||
Asset(const char* name): name(name) {}
|
||||
uuid::v4::UUID id = uuid::v4::UUID::New();
|
||||
|
||||
virtual ASSET_TYPE GetType() { return ASSET_TYPE::Unknown; }
|
||||
const char* GetName() const { return name.c_str(); }
|
||||
bool isFolder = false ;
|
||||
protected:
|
||||
std::string name;
|
||||
|
||||
};
|
||||
|
||||
class MeshAsset : Asset {
|
||||
public:
|
||||
MeshAsset(YoggieEngine::Mesh mesh) : Asset("New MeshAsset"), mesh(mesh) {}
|
||||
ASSET_TYPE GetType() override { return ASSET_TYPE::Mesh; }
|
||||
private:
|
||||
YoggieEngine::Mesh& mesh;
|
||||
};
|
||||
|
||||
class TextureAsset : Asset {
|
||||
public:
|
||||
TextureAsset (YoggieEngine::Texture texture): Asset("New TextureAsset"), texture(texture) {}
|
||||
ASSET_TYPE GetType() override { return ASSET_TYPE::Texture; }
|
||||
private:
|
||||
YoggieEngine::Texture& texture;
|
||||
};
|
||||
|
||||
class MaterialAsset : Asset {
|
||||
public:
|
||||
MaterialAsset () : Asset("New MaterialAsset"){}
|
||||
ASSET_TYPE GetType() override { return ASSET_TYPE::Material; }
|
||||
private:
|
||||
|
||||
|
||||
};
|
@ -5,24 +5,22 @@
|
||||
|
||||
class AssetFinder : EditorWindow {
|
||||
public:
|
||||
AssetFinder() : EditorWindow("Assets") {}
|
||||
AssetFinder() : EditorWindow("Assets"),
|
||||
folderIcon ("rsc/FolderIcon.png"),
|
||||
assetIcon ("rsc/AssetIcon.png")
|
||||
{}
|
||||
|
||||
void Draw() override {
|
||||
|
||||
|
||||
ImGui::DragInt("IconSize", &iconSize, 1, 30, 90);
|
||||
|
||||
|
||||
ImGui::DragInt("Maximum Columns", &maxColumns, 1, 1, 6);
|
||||
if (ImGui::BeginTable("##resources", 3))
|
||||
{
|
||||
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.f, 0.f, 0.f, 0.f));
|
||||
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(0.f, 0.f, 0.f, 0.f));
|
||||
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(1.f, 1.f, 1.f, 0.2f));
|
||||
|
||||
YoggieEngine::Texture folderIcon = YoggieEngine::Texture("rsc/folderIcon.png");
|
||||
YoggieEngine::Texture assetIcon = YoggieEngine::Texture("rsc/assetIcon.png");
|
||||
|
||||
|
||||
/*
|
||||
int row = 0;
|
||||
int column = 0;
|
||||
for (auto& asset : AssetManager::assets) {
|
||||
@ -52,6 +50,7 @@ public:
|
||||
|
||||
column++;
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
ImGui::PopStyleColor(3);
|
||||
@ -64,5 +63,10 @@ public:
|
||||
|
||||
private:
|
||||
int iconSize = 60;
|
||||
int maxColumns = 3;
|
||||
|
||||
YoggieEngine::Texture folderIcon;
|
||||
YoggieEngine::Texture assetIcon;
|
||||
|
||||
};
|
||||
|
||||
|
9
Editor/src/AssetManagement/AssetLoaders/AssetLoader.h
Normal file
9
Editor/src/AssetManagement/AssetLoaders/AssetLoader.h
Normal file
@ -0,0 +1,9 @@
|
||||
#pragma once
|
||||
#include <filesystem>
|
||||
#include "../Asset.h"
|
||||
class AssetLoader {
|
||||
public:
|
||||
virtual Asset LoadAsset(std::filesystem::path& path) = 0;
|
||||
// virtual void PackageAsset(Asset& asset ) = 0;
|
||||
|
||||
};
|
102
Editor/src/AssetManagement/AssetLoaders/ModelLoader.cpp
Normal file
102
Editor/src/AssetManagement/AssetLoaders/ModelLoader.cpp
Normal file
@ -0,0 +1,102 @@
|
||||
#include "ModelLoader.h"
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/scene.h>
|
||||
|
||||
|
||||
|
||||
void ProcessVertices(aiMesh* mesh, std::vector<YoggieEngine::Vertex>& out_vertices) {
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
|
||||
YoggieEngine::Vertex v{};
|
||||
|
||||
glm::vec3 vector;
|
||||
vector.x = mesh->mVertices[i].x;
|
||||
vector.y = mesh->mVertices[i].y;
|
||||
vector.z = mesh->mVertices[i].z;
|
||||
|
||||
v.vertices = vector;
|
||||
|
||||
if (mesh->mTextureCoords[0]) {
|
||||
glm::vec2 texCoord;
|
||||
|
||||
texCoord.x = mesh->mTextureCoords[0][i].x;
|
||||
texCoord.y = mesh->mTextureCoords[0][i].y;
|
||||
|
||||
v.uv = texCoord;
|
||||
|
||||
}
|
||||
|
||||
out_vertices.push_back(v);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices) {
|
||||
for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
|
||||
aiFace face = mesh->mFaces[i];
|
||||
if (face.mNumIndices < 3)
|
||||
continue;
|
||||
for (unsigned int j = 0; j < face.mNumIndices; j++) {
|
||||
out_indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
YoggieEngine::Mesh processMesh(aiMesh* mesh, const aiScene* scene) {
|
||||
std::vector<unsigned int> indices;
|
||||
std::vector<YoggieEngine::Vertex> vertices;
|
||||
|
||||
ProcessVertices(mesh, vertices);
|
||||
ProcessIndices(mesh, indices);
|
||||
|
||||
YoggieEngine::Mesh result;
|
||||
result.vertices = vertices;
|
||||
result.elements = indices;
|
||||
|
||||
return result;
|
||||
|
||||
}
|
||||
|
||||
std::vector<YoggieEngine::Mesh> processNode(aiNode* node, const aiScene* scene) {
|
||||
|
||||
std::vector<YoggieEngine::Mesh> meshes = std::vector<YoggieEngine::Mesh>();
|
||||
|
||||
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
|
||||
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
||||
meshes.push_back(processMesh(mesh, scene));
|
||||
}
|
||||
|
||||
|
||||
|
||||
for (unsigned int i = 0; i < node->mNumChildren; i++) {
|
||||
auto m2 = processNode(node->mChildren[i], scene);
|
||||
|
||||
for (auto m : m2) {
|
||||
meshes.push_back(m);
|
||||
}
|
||||
}
|
||||
|
||||
return meshes;
|
||||
|
||||
|
||||
}
|
||||
|
||||
Asset ModelLoader::LoadAsset(std::filesystem::path& path) {
|
||||
|
||||
Assimp::Importer importer;
|
||||
|
||||
const aiScene* scene = importer.ReadFile(path.string(), aiProcess_Triangulate | aiProcess_FlipUVs);
|
||||
|
||||
aiNode* currentNode = scene->mRootNode;
|
||||
|
||||
spdlog::debug("Loading meshes!");
|
||||
|
||||
auto meshes = processNode(currentNode, scene);
|
||||
|
||||
return Asset("Mesh");
|
||||
|
||||
|
||||
|
||||
}
|
10
Editor/src/AssetManagement/AssetLoaders/ModelLoader.h
Normal file
10
Editor/src/AssetManagement/AssetLoaders/ModelLoader.h
Normal file
@ -0,0 +1,10 @@
|
||||
#pragma once
|
||||
#include "AssetLoader.h"
|
||||
|
||||
class ModelLoader : AssetLoader {
|
||||
|
||||
Asset LoadAsset(std::filesystem::path& path);
|
||||
|
||||
|
||||
|
||||
};
|
@ -1,42 +1,34 @@
|
||||
#include "AssetManager.h"
|
||||
#include "../../YoggieEngine/src/AssetManager/ModelImporter.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <spdlog/spdlog.h>
|
||||
|
||||
std::vector<Asset> AssetManager::assets;
|
||||
std::filesystem::path AssetManager::currentPath;
|
||||
#include "AssetLoaders/ModelLoader.h"
|
||||
/*
|
||||
* this is still a very naive approach to the asset manager
|
||||
*/
|
||||
|
||||
void AssetManager::Init()
|
||||
{
|
||||
assets = std::vector<Asset>();
|
||||
currentPath = std::filesystem::path(".");
|
||||
}
|
||||
|
||||
void AssetManager::BuildAssetView()
|
||||
{
|
||||
if (currentPath.empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& dir_entry : std::filesystem::directory_iterator(currentPath))
|
||||
{
|
||||
auto asset = Asset(dir_entry.path().filename().string().c_str());
|
||||
|
||||
if (dir_entry.is_directory()) {
|
||||
asset.isFolder = true;
|
||||
}
|
||||
|
||||
assets.push_back(asset);
|
||||
}
|
||||
// Assets = std::map<uuid::v4::UUID&, Asset>();
|
||||
modelLoader = ModelLoader();
|
||||
|
||||
}
|
||||
|
||||
void AssetManager::setAssetPath(std::filesystem::path path)
|
||||
{
|
||||
currentPath = path;
|
||||
void AssetManager::RegisterAsset(Asset& asset)
|
||||
{
|
||||
// Assets.try_emplace(asset.id, asset);
|
||||
}
|
||||
|
||||
|
||||
void AssetManager::UnregisterAsset(Asset& asset) {
|
||||
// auto old = Assets[asset.id];
|
||||
// Assets[asset.id] = NULL;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
YoggieEngine::Mesh* AssetManager::LoadFromAssetFile(const std::filesystem::path assetPath)
|
||||
{
|
||||
YoggieEngine::Mesh* imported = nullptr;
|
||||
@ -100,7 +92,8 @@ YoggieEngine::Mesh* AssetManager::LoadFromAssetFile(const std::filesystem::path
|
||||
YoggieEngine::Renderable* AssetManager::LoadFromSource(const std::filesystem::path srcPath, const std::filesystem::path assetFolder)
|
||||
{
|
||||
|
||||
auto model = (YoggieEngine::ModelImporter()).Import(srcPath.string());
|
||||
/*
|
||||
* auto model = (YoggieEngine::ModelImporter()).Import(srcPath.string());
|
||||
YoggieEngine::Mesh* exportMesh = model->renderable->mesh;
|
||||
std::filesystem::path MeshFileName = assetFolder / srcPath.filename().replace_extension(".mesh");
|
||||
std::cout << "Save path: " << MeshFileName << std::endl;
|
||||
@ -145,4 +138,6 @@ YoggieEngine::Renderable* AssetManager::LoadFromSource(const std::filesystem::pa
|
||||
|
||||
return model->renderable;
|
||||
|
||||
*/
|
||||
return nullptr;
|
||||
}
|
||||
|
@ -1,20 +1,23 @@
|
||||
#pragma once
|
||||
#include <vector>
|
||||
#include "Asset.h"
|
||||
#include "AssetLoaders/ModelLoader.h"
|
||||
#include "uuid.h"
|
||||
|
||||
class AssetManager {
|
||||
public:
|
||||
|
||||
static void Init();
|
||||
static void BuildAssetView();
|
||||
static void setAssetPath(std::filesystem::path path);
|
||||
void Init();
|
||||
|
||||
void RegisterAsset(Asset& asset);
|
||||
void UnregisterAsset(Asset& asset);
|
||||
|
||||
|
||||
static YoggieEngine::Mesh* LoadFromAssetFile(const std::filesystem::path assetPath);
|
||||
static YoggieEngine::Renderable* LoadFromSource(const std::filesystem::path srcPath, const std::filesystem::path assetFolder);
|
||||
|
||||
static std::vector<Asset> assets ;
|
||||
|
||||
private:
|
||||
static std::filesystem::path currentPath;
|
||||
private:
|
||||
std::map<uuid::v4::UUID , Asset> Assets;
|
||||
ModelLoader modelLoader;
|
||||
|
||||
};
|
63
Editor/src/AssetManagement/uuid.h
Normal file
63
Editor/src/AssetManagement/uuid.h
Normal file
@ -0,0 +1,63 @@
|
||||
/*
|
||||
*
|
||||
* SOURCE: https://github.com/rkg82/uuid-v4/blob/main/uuid/v4/uuid.h
|
||||
*
|
||||
*/
|
||||
#ifndef __UUID__
|
||||
#define __UUID__
|
||||
|
||||
#include <random>
|
||||
#include <string>
|
||||
|
||||
namespace uuid::v4
|
||||
{
|
||||
// Encaasulate the genaeration of a Version 4 UUID object
|
||||
// A Version 4 UUID is a universally unique identifier that is generated using random numbers.
|
||||
class UUID
|
||||
{
|
||||
public:
|
||||
// Factory method for creating UUID object.
|
||||
static UUID New()
|
||||
{
|
||||
UUID uuid;
|
||||
std::random_device rd;
|
||||
std::mt19937 engine{ rd() };
|
||||
std::uniform_int_distribution<int> dist{ 0, 256 }; //Limits of the interval
|
||||
|
||||
for (int index = 0; index < 16; ++index)
|
||||
{
|
||||
uuid._data[index] = (unsigned char)dist(engine);
|
||||
}
|
||||
|
||||
uuid._data[6] = ((uuid._data[6] & 0x0f) | 0x40); // Version 4
|
||||
uuid._data[8] = ((uuid._data[8] & 0x3f) | 0x80); // Variant is 10
|
||||
|
||||
return uuid;
|
||||
}
|
||||
|
||||
// Returns UUID as formatted string
|
||||
std::string String()
|
||||
{
|
||||
// Formats to "0065e7d7-418c-4da4-b4d6-b54b6cf7466a"
|
||||
char buffer[256] = { 0 };
|
||||
std::snprintf(buffer, 255,
|
||||
"%02x%02x%02x%02x-%02x%02x-%02x%02x-%02x%02x-%02x%02x%02x%02x%02x%02x",
|
||||
_data[0], _data[1], _data[2], _data[3],
|
||||
_data[4], _data[5],
|
||||
_data[6], _data[7],
|
||||
_data[8], _data[9],
|
||||
_data[10], _data[11], _data[12], _data[13], _data[14], _data[15]);
|
||||
|
||||
std::string uuid = buffer;
|
||||
|
||||
return uuid;
|
||||
}
|
||||
|
||||
private:
|
||||
UUID() {}
|
||||
|
||||
unsigned char _data[16] = { 0 };
|
||||
};
|
||||
};
|
||||
|
||||
#endif // #ifndef __UUID__
|
@ -19,8 +19,8 @@ void MainMenuBar::ApplicationMenu(Project& project) {
|
||||
switch (result) {
|
||||
case(NFD_OKAY):
|
||||
Project::LoadProject(path, project);
|
||||
AssetManager::setAssetPath(project.GetProjectDirectory());
|
||||
AssetManager::BuildAssetView();
|
||||
//AssetManager::setAssetPath(project.GetProjectDirectory());
|
||||
//AssetManager::BuildAssetView();
|
||||
break;
|
||||
case(NFD_CANCEL):
|
||||
break;
|
||||
|
@ -12,6 +12,7 @@
|
||||
#include "PropertyPanels/Inspector.h"
|
||||
#include "Project/ProjectInfo.h"
|
||||
#include "Runtime/RuntimeControls.h"
|
||||
#include "AssetManagement/uuid.h"
|
||||
#include "Project/Settings.h"
|
||||
#include "Console.h"
|
||||
|
||||
@ -26,21 +27,19 @@ public:
|
||||
std::string path = (std::filesystem::current_path()).string();
|
||||
project.setProjectDirectory(path);
|
||||
|
||||
AssetManager::Init();
|
||||
AssetManager::setAssetPath(project.GetProjectDirectory());
|
||||
AssetManager::BuildAssetView();
|
||||
|
||||
LoadLastOrEmptyProject();
|
||||
|
||||
ProjectInfo projectInfo(project);
|
||||
Viewport sceneview = Viewport(scene);
|
||||
//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();
|
||||
//Settings settings = Settings();
|
||||
AssetFinder assetsView = AssetFinder();
|
||||
//Console console = Console();
|
||||
|
||||
|
||||
Selected = YoggieEngine::Entity((entt::entity) -1, &scene);
|
||||
|
||||
double previous = glfwGetTime();
|
||||
@ -77,16 +76,18 @@ public:
|
||||
|
||||
}
|
||||
|
||||
projectInfo.Update();
|
||||
//projectInfo.Update();
|
||||
sceneview.Update();
|
||||
rc.Update();
|
||||
explorer.Update();
|
||||
settings.Update();
|
||||
//settings.Update();
|
||||
inspector.Update();
|
||||
console.Update();
|
||||
//console.Update();
|
||||
|
||||
ImGui::ShowDemoWindow();
|
||||
ImGui::ShowMetricsWindow();
|
||||
assetsView.Draw();
|
||||
|
||||
//ImGui::ShowDemoWindow();
|
||||
//ImGui::ShowMetricsWindow();
|
||||
|
||||
|
||||
GuiEnd();
|
||||
|
@ -71,8 +71,8 @@ project "YoggieEngine"
|
||||
|
||||
files {
|
||||
|
||||
"./src/**.cpp",
|
||||
"./src/**.h"
|
||||
"src/**.cpp",
|
||||
"src/**.h"
|
||||
}
|
||||
|
||||
prebuildcommands
|
||||
|
@ -59,9 +59,12 @@ namespace YoggieEngine {
|
||||
ImGui::NewFrame();
|
||||
ImGuizmo::BeginFrame();
|
||||
ImGui::DockSpaceOverViewport(ImGui::GetMainViewport());
|
||||
|
||||
|
||||
}
|
||||
|
||||
void Application::GuiEnd() {
|
||||
|
||||
ImGui::EndFrame();
|
||||
|
||||
|
||||
|
@ -1,102 +0,0 @@
|
||||
#include <YoggieEngine.h>
|
||||
#include "ModelImporter.h"
|
||||
|
||||
namespace YoggieEngine {
|
||||
|
||||
SceneObject* ModelImporter::Import(const std::string path)
|
||||
{
|
||||
SceneObject* root = new SceneObject(std::string(path), nullptr);
|
||||
|
||||
Assimp::Importer importer;
|
||||
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
|
||||
|
||||
aiNode* currentNode = scene->mRootNode;
|
||||
|
||||
std::vector<Mesh> meshes = processNode(currentNode, scene);
|
||||
|
||||
std::cout << "[DEBUG]: Loaded " << meshes.size() << " meshes!" << std::endl;
|
||||
|
||||
// create a renderable (per mesh ?? )
|
||||
root->renderable = new Renderable();
|
||||
root->renderable->mesh = new Mesh(meshes[0]);
|
||||
|
||||
return root;
|
||||
|
||||
}
|
||||
|
||||
std::vector<Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene)
|
||||
{
|
||||
|
||||
std::vector<Mesh> meshes;
|
||||
|
||||
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
|
||||
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
||||
meshes.push_back(processMesh(mesh, scene));
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < node->mNumChildren; i++) {
|
||||
auto m2 = processNode(node->mChildren[i], scene);
|
||||
|
||||
for (auto m : m2) {
|
||||
meshes.push_back(m);
|
||||
}
|
||||
}
|
||||
|
||||
return meshes;
|
||||
}
|
||||
|
||||
Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene) {
|
||||
std::vector<unsigned int> indices;
|
||||
std::vector<Vertex> vertices;
|
||||
|
||||
ProcessVertices(mesh, vertices);
|
||||
|
||||
ProcessIndices(mesh, indices);
|
||||
|
||||
Mesh result;
|
||||
result.vertices = vertices;
|
||||
result.elements = indices;
|
||||
|
||||
|
||||
return result;
|
||||
|
||||
}
|
||||
|
||||
void ProcessVertices(aiMesh* mesh, std::vector<Vertex>& out_vertices) {
|
||||
// Process vertices
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
|
||||
Vertex v{};
|
||||
glm::vec3 vector;
|
||||
vector.x = mesh->mVertices[i].x;
|
||||
vector.y = mesh->mVertices[i].y;
|
||||
vector.z = mesh->mVertices[i].z;
|
||||
|
||||
v.vertices = vector;
|
||||
|
||||
if (mesh->mTextureCoords[0]) {
|
||||
|
||||
glm::vec2 texCoord;
|
||||
|
||||
texCoord.x = mesh->mTextureCoords[0][i].x;
|
||||
texCoord.y = mesh->mTextureCoords[0][i].y;
|
||||
|
||||
v.uv = texCoord;
|
||||
|
||||
}
|
||||
|
||||
out_vertices.push_back(v);
|
||||
}
|
||||
}
|
||||
|
||||
void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices) {
|
||||
// Process Indices
|
||||
for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
|
||||
aiFace face = mesh->mFaces[i];
|
||||
if (face.mNumIndices < 3)
|
||||
continue;
|
||||
for (unsigned int j = 0; j < face.mNumIndices; j++) {
|
||||
out_indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@ -1,29 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "../Graphics/Primitives/Mesh.h"
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <string>
|
||||
#include "../Scene/TransformTree/SceneNodeTypes.h"
|
||||
|
||||
namespace YoggieEngine {
|
||||
void ProcessVertices(aiMesh* mesh, std::vector<Vertex>& out_vertices);
|
||||
void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices);
|
||||
|
||||
class ModelImporter {
|
||||
|
||||
public:
|
||||
|
||||
SceneObject* Import(const std::string path);
|
||||
|
||||
|
||||
private:
|
||||
|
||||
static Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene);
|
||||
static std::vector<Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene);
|
||||
|
||||
|
||||
|
||||
};
|
||||
}
|
@ -27,7 +27,7 @@ namespace YoggieEngine {
|
||||
|
||||
}
|
||||
else {
|
||||
spdlog::error("Failed to load image (%s)", texturePath);
|
||||
spdlog::error("Failed to load image ({0})", texturePath);
|
||||
}
|
||||
stbi_image_free(data);
|
||||
|
||||
|
@ -435,17 +435,6 @@ void Renderer::Render(Scene& scene)
|
||||
BlendingPass();
|
||||
|
||||
//PostProcessing();
|
||||
|
||||
|
||||
// Lighting pass
|
||||
/*
|
||||
auto lights = scene.getReg().view<LightComponent>();
|
||||
lights.each([&](auto entity, LightComponent& light) {
|
||||
renderComponent.shader.setUniformVec3("lighting.color", light.Color);
|
||||
renderComponent.shader.setUniformFloat("lighting.strength", light.Strength);
|
||||
});
|
||||
|
||||
*/
|
||||
|
||||
commands.clear();
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
@ -25,7 +25,7 @@ void main()
|
||||
float Specular = texture(gColorSpec, TexCoords).a;
|
||||
|
||||
// calculate lighting as usual
|
||||
vec3 lighting = Albedo * 0.1; // Hard-coded ambient light
|
||||
vec3 lighting = Albedo * 0.0; // Hard-coded ambient light
|
||||
vec3 viewDir = normalize(viewPos - FragPos);
|
||||
for( int i = 0; i < NR_LIGHTS; ++i)
|
||||
{
|
||||
|
@ -40,8 +40,8 @@ group("Other")
|
||||
|
||||
|
||||
group("Libraries")
|
||||
include('../ImGui')
|
||||
include("../ImGuizmo")
|
||||
include("../yaml-cpp")
|
||||
include('ImGui')
|
||||
include("ImGuizmo")
|
||||
include("yaml-cpp")
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user