Moved model file loading logic to the editor code base
This commit is contained in:
parent
89f5b1497f
commit
28927d9a4e
@ -2,6 +2,7 @@
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#include "../../YoggieEngine/src/YoggieEngine.h"
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#include <filesystem>
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#include <string>
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#include "uuid.h"
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enum class ASSET_TYPE {
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Unknown = -1,
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@ -13,6 +14,8 @@ enum class ASSET_TYPE {
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class Asset {
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public:
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Asset(const char* name): name(name) {}
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uuid::v4::UUID id = uuid::v4::UUID::New();
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virtual ASSET_TYPE GetType() { return ASSET_TYPE::Unknown; }
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const char* GetName() const { return name.c_str(); }
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bool isFolder = false ;
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@ -20,27 +23,3 @@ protected:
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std::string name;
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};
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class MeshAsset : Asset {
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public:
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MeshAsset(YoggieEngine::Mesh mesh) : Asset("New MeshAsset"), mesh(mesh) {}
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ASSET_TYPE GetType() override { return ASSET_TYPE::Mesh; }
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private:
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YoggieEngine::Mesh& mesh;
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};
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class TextureAsset : Asset {
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public:
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TextureAsset (YoggieEngine::Texture texture): Asset("New TextureAsset"), texture(texture) {}
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ASSET_TYPE GetType() override { return ASSET_TYPE::Texture; }
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private:
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YoggieEngine::Texture& texture;
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};
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class MaterialAsset : Asset {
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public:
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MaterialAsset () : Asset("New MaterialAsset"){}
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ASSET_TYPE GetType() override { return ASSET_TYPE::Material; }
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private:
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};
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@ -5,24 +5,22 @@
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class AssetFinder : EditorWindow {
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public:
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AssetFinder() : EditorWindow("Assets") {}
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AssetFinder() : EditorWindow("Assets"),
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folderIcon ("rsc/FolderIcon.png"),
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assetIcon ("rsc/AssetIcon.png")
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{}
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void Draw() override {
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ImGui::DragInt("IconSize", &iconSize, 1, 30, 90);
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ImGui::DragInt("Maximum Columns", &maxColumns, 1, 1, 6);
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if (ImGui::BeginTable("##resources", 3))
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{
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ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.f, 0.f, 0.f, 0.f));
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ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(0.f, 0.f, 0.f, 0.f));
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ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(1.f, 1.f, 1.f, 0.2f));
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YoggieEngine::Texture folderIcon = YoggieEngine::Texture("rsc/folderIcon.png");
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YoggieEngine::Texture assetIcon = YoggieEngine::Texture("rsc/assetIcon.png");
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/*
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int row = 0;
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int column = 0;
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for (auto& asset : AssetManager::assets) {
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@ -52,6 +50,7 @@ public:
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column++;
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}
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*/
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ImGui::PopStyleColor(3);
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@ -64,5 +63,10 @@ public:
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private:
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int iconSize = 60;
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int maxColumns = 3;
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YoggieEngine::Texture folderIcon;
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YoggieEngine::Texture assetIcon;
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};
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9
Editor/src/AssetManagement/AssetLoaders/AssetLoader.h
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9
Editor/src/AssetManagement/AssetLoaders/AssetLoader.h
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@ -0,0 +1,9 @@
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#pragma once
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#include <filesystem>
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#include "../Asset.h"
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class AssetLoader {
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public:
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virtual Asset LoadAsset(std::filesystem::path& path) = 0;
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// virtual void PackageAsset(Asset& asset ) = 0;
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};
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102
Editor/src/AssetManagement/AssetLoaders/ModelLoader.cpp
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102
Editor/src/AssetManagement/AssetLoaders/ModelLoader.cpp
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@ -0,0 +1,102 @@
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#include "ModelLoader.h"
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#include <assimp/Importer.hpp>
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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void ProcessVertices(aiMesh* mesh, std::vector<YoggieEngine::Vertex>& out_vertices) {
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for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
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YoggieEngine::Vertex v{};
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glm::vec3 vector;
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vector.x = mesh->mVertices[i].x;
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vector.y = mesh->mVertices[i].y;
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vector.z = mesh->mVertices[i].z;
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v.vertices = vector;
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if (mesh->mTextureCoords[0]) {
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glm::vec2 texCoord;
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texCoord.x = mesh->mTextureCoords[0][i].x;
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texCoord.y = mesh->mTextureCoords[0][i].y;
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v.uv = texCoord;
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}
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out_vertices.push_back(v);
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}
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}
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void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices) {
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for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
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aiFace face = mesh->mFaces[i];
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if (face.mNumIndices < 3)
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continue;
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for (unsigned int j = 0; j < face.mNumIndices; j++) {
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out_indices.push_back(face.mIndices[j]);
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}
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}
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}
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YoggieEngine::Mesh processMesh(aiMesh* mesh, const aiScene* scene) {
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std::vector<unsigned int> indices;
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std::vector<YoggieEngine::Vertex> vertices;
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ProcessVertices(mesh, vertices);
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ProcessIndices(mesh, indices);
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YoggieEngine::Mesh result;
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result.vertices = vertices;
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result.elements = indices;
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return result;
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}
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std::vector<YoggieEngine::Mesh> processNode(aiNode* node, const aiScene* scene) {
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std::vector<YoggieEngine::Mesh> meshes = std::vector<YoggieEngine::Mesh>();
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for (unsigned int i = 0; i < node->mNumMeshes; i++) {
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aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
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meshes.push_back(processMesh(mesh, scene));
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}
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for (unsigned int i = 0; i < node->mNumChildren; i++) {
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auto m2 = processNode(node->mChildren[i], scene);
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for (auto m : m2) {
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meshes.push_back(m);
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}
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}
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return meshes;
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}
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Asset ModelLoader::LoadAsset(std::filesystem::path& path) {
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(path.string(), aiProcess_Triangulate | aiProcess_FlipUVs);
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aiNode* currentNode = scene->mRootNode;
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spdlog::debug("Loading meshes!");
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auto meshes = processNode(currentNode, scene);
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return Asset("Mesh");
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}
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10
Editor/src/AssetManagement/AssetLoaders/ModelLoader.h
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10
Editor/src/AssetManagement/AssetLoaders/ModelLoader.h
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@ -0,0 +1,10 @@
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#pragma once
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#include "AssetLoader.h"
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class ModelLoader : AssetLoader {
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Asset LoadAsset(std::filesystem::path& path);
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};
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@ -1,41 +1,33 @@
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#include "AssetManager.h"
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#include "../../YoggieEngine/src/AssetManager/ModelImporter.h"
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#include <iostream>
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#include <fstream>
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#include <spdlog/spdlog.h>
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std::vector<Asset> AssetManager::assets;
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std::filesystem::path AssetManager::currentPath;
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#include "AssetLoaders/ModelLoader.h"
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/*
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* this is still a very naive approach to the asset manager
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*/
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void AssetManager::Init()
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{
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assets = std::vector<Asset>();
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currentPath = std::filesystem::path(".");
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// Assets = std::map<uuid::v4::UUID&, Asset>();
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modelLoader = ModelLoader();
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}
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void AssetManager::BuildAssetView()
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void AssetManager::RegisterAsset(Asset& asset)
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{
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if (currentPath.empty()) {
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return;
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// Assets.try_emplace(asset.id, asset);
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}
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for (auto& dir_entry : std::filesystem::directory_iterator(currentPath))
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{
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auto asset = Asset(dir_entry.path().filename().string().c_str());
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if (dir_entry.is_directory()) {
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asset.isFolder = true;
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void AssetManager::UnregisterAsset(Asset& asset) {
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// auto old = Assets[asset.id];
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// Assets[asset.id] = NULL;
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}
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assets.push_back(asset);
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}
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}
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void AssetManager::setAssetPath(std::filesystem::path path)
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{
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currentPath = path;
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}
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YoggieEngine::Mesh* AssetManager::LoadFromAssetFile(const std::filesystem::path assetPath)
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{
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@ -100,7 +92,8 @@ YoggieEngine::Mesh* AssetManager::LoadFromAssetFile(const std::filesystem::path
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YoggieEngine::Renderable* AssetManager::LoadFromSource(const std::filesystem::path srcPath, const std::filesystem::path assetFolder)
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{
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auto model = (YoggieEngine::ModelImporter()).Import(srcPath.string());
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/*
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* auto model = (YoggieEngine::ModelImporter()).Import(srcPath.string());
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YoggieEngine::Mesh* exportMesh = model->renderable->mesh;
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std::filesystem::path MeshFileName = assetFolder / srcPath.filename().replace_extension(".mesh");
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std::cout << "Save path: " << MeshFileName << std::endl;
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@ -145,4 +138,6 @@ YoggieEngine::Renderable* AssetManager::LoadFromSource(const std::filesystem::pa
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return model->renderable;
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*/
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return nullptr;
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}
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@ -1,20 +1,23 @@
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#pragma once
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#include <vector>
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#include "Asset.h"
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#include "AssetLoaders/ModelLoader.h"
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#include "uuid.h"
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class AssetManager {
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public:
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static void Init();
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static void BuildAssetView();
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static void setAssetPath(std::filesystem::path path);
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void Init();
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void RegisterAsset(Asset& asset);
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void UnregisterAsset(Asset& asset);
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static YoggieEngine::Mesh* LoadFromAssetFile(const std::filesystem::path assetPath);
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static YoggieEngine::Renderable* LoadFromSource(const std::filesystem::path srcPath, const std::filesystem::path assetFolder);
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static std::vector<Asset> assets ;
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private:
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static std::filesystem::path currentPath;
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std::map<uuid::v4::UUID , Asset> Assets;
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ModelLoader modelLoader;
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};
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63
Editor/src/AssetManagement/uuid.h
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63
Editor/src/AssetManagement/uuid.h
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@ -0,0 +1,63 @@
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/*
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*
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* SOURCE: https://github.com/rkg82/uuid-v4/blob/main/uuid/v4/uuid.h
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*
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*/
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#ifndef __UUID__
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#define __UUID__
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#include <random>
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#include <string>
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namespace uuid::v4
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{
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// Encaasulate the genaeration of a Version 4 UUID object
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// A Version 4 UUID is a universally unique identifier that is generated using random numbers.
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class UUID
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{
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public:
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// Factory method for creating UUID object.
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static UUID New()
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{
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UUID uuid;
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std::random_device rd;
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std::mt19937 engine{ rd() };
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std::uniform_int_distribution<int> dist{ 0, 256 }; //Limits of the interval
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for (int index = 0; index < 16; ++index)
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{
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uuid._data[index] = (unsigned char)dist(engine);
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}
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uuid._data[6] = ((uuid._data[6] & 0x0f) | 0x40); // Version 4
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uuid._data[8] = ((uuid._data[8] & 0x3f) | 0x80); // Variant is 10
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return uuid;
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}
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// Returns UUID as formatted string
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std::string String()
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{
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// Formats to "0065e7d7-418c-4da4-b4d6-b54b6cf7466a"
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char buffer[256] = { 0 };
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std::snprintf(buffer, 255,
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"%02x%02x%02x%02x-%02x%02x-%02x%02x-%02x%02x-%02x%02x%02x%02x%02x%02x",
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_data[0], _data[1], _data[2], _data[3],
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_data[4], _data[5],
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_data[6], _data[7],
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_data[8], _data[9],
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_data[10], _data[11], _data[12], _data[13], _data[14], _data[15]);
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std::string uuid = buffer;
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return uuid;
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}
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private:
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UUID() {}
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unsigned char _data[16] = { 0 };
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};
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};
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#endif // #ifndef __UUID__
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@ -19,8 +19,8 @@ void MainMenuBar::ApplicationMenu(Project& project) {
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switch (result) {
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case(NFD_OKAY):
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Project::LoadProject(path, project);
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AssetManager::setAssetPath(project.GetProjectDirectory());
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AssetManager::BuildAssetView();
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//AssetManager::setAssetPath(project.GetProjectDirectory());
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//AssetManager::BuildAssetView();
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break;
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case(NFD_CANCEL):
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break;
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@ -12,6 +12,7 @@
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#include "PropertyPanels/Inspector.h"
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#include "Project/ProjectInfo.h"
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#include "Runtime/RuntimeControls.h"
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#include "AssetManagement/uuid.h"
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#include "Project/Settings.h"
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#include "Console.h"
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@ -26,20 +27,18 @@ public:
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std::string path = (std::filesystem::current_path()).string();
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project.setProjectDirectory(path);
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AssetManager::Init();
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AssetManager::setAssetPath(project.GetProjectDirectory());
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AssetManager::BuildAssetView();
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LoadLastOrEmptyProject();
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ProjectInfo projectInfo(project);
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Viewport sceneview = Viewport(scene);
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//ProjectInfo projectInfo(project);
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RuntimeControls rc = RuntimeControls();
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Viewport sceneview = Viewport(scene);
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SceneExplorer explorer(Selected, scene);
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Inspector inspector = Inspector(Selected);
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Settings settings = Settings();
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// AssetFinder assetsView = AssetFinder();
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Console console = Console();
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//Settings settings = Settings();
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AssetFinder assetsView = AssetFinder();
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//Console console = Console();
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Selected = YoggieEngine::Entity((entt::entity) -1, &scene);
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@ -77,16 +76,18 @@ public:
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}
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projectInfo.Update();
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//projectInfo.Update();
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sceneview.Update();
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rc.Update();
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explorer.Update();
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settings.Update();
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//settings.Update();
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inspector.Update();
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console.Update();
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//console.Update();
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ImGui::ShowDemoWindow();
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ImGui::ShowMetricsWindow();
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assetsView.Draw();
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//ImGui::ShowDemoWindow();
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//ImGui::ShowMetricsWindow();
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GuiEnd();
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@ -71,8 +71,8 @@ project "YoggieEngine"
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files {
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"./src/**.cpp",
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"./src/**.h"
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"src/**.cpp",
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"src/**.h"
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}
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prebuildcommands
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@ -59,9 +59,12 @@ namespace YoggieEngine {
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ImGui::NewFrame();
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ImGuizmo::BeginFrame();
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ImGui::DockSpaceOverViewport(ImGui::GetMainViewport());
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}
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void Application::GuiEnd() {
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ImGui::EndFrame();
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@ -1,102 +0,0 @@
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#include <YoggieEngine.h>
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#include "ModelImporter.h"
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namespace YoggieEngine {
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SceneObject* ModelImporter::Import(const std::string path)
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{
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SceneObject* root = new SceneObject(std::string(path), nullptr);
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
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aiNode* currentNode = scene->mRootNode;
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std::vector<Mesh> meshes = processNode(currentNode, scene);
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std::cout << "[DEBUG]: Loaded " << meshes.size() << " meshes!" << std::endl;
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// create a renderable (per mesh ?? )
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root->renderable = new Renderable();
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root->renderable->mesh = new Mesh(meshes[0]);
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return root;
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}
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std::vector<Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene)
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{
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std::vector<Mesh> meshes;
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for (unsigned int i = 0; i < node->mNumMeshes; i++) {
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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);
|
||||
|
||||
|
@ -436,17 +436,6 @@ void Renderer::Render(Scene& scene)
|
||||
|
||||
//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