Engine clean
Added namespaces to the core engine, improved premake setup, added a buildsolution batch script, removed tinygltf submodule
This commit is contained in:
parent
644b6db100
commit
b44c88d05c
4
.gitmodules
vendored
4
.gitmodules
vendored
@ -8,10 +8,6 @@
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[submodule "spdlog"]
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path = libs/spdlog
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url = https://github.com/nigelbarink/spdlog.git
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[submodule "tinygltf"]
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path = libs/tinygltf
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url = https://github.com/syoyo/tinygltf.git
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ignore = untracked
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[submodule "GorrillaAudio"]
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path = libs/GorillaAudio
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url = https://github.com/mewspring/gorilla-audio.git
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@ -1,99 +0,0 @@
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#include "ModelImporter.h"
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#include "spdlog/spdlog.h"
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BarinkEngine::SceneObject* BarinkEngine::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<BarinkEngine::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<BarinkEngine::Mesh> BarinkEngine::ModelImporter::processNode(aiNode* node, const aiScene* scene)
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{
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std::vector<BarinkEngine::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]];
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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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BarinkEngine::Mesh BarinkEngine::ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene) {
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std::vector<unsigned int> indices;
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std::vector<BarinkEngine::Vertex> vertices;
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ProcessVertices(mesh, vertices);
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ProcessIndices(mesh, indices);
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BarinkEngine::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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void ProcessVertices(aiMesh* mesh, std::vector<BarinkEngine::Vertex>& out_vertices) {
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// Process vertices
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for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
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BarinkEngine::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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// Process 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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@ -1,35 +0,0 @@
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#pragma once
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#define STB_IMAGE_IMPLEMENTATION
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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#define TINYGLTF_IMPLEMENTATION
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#define TINYGLTF_NO_EXTERNAL_IMAGE
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#include "../Graphics/Primitives/Mesh.h"
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <string>
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#include "../Scene/TransformTree/SceneNodeTypes.h"
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void ProcessVertices(aiMesh* mesh, std::vector<BarinkEngine::Vertex>& out_vertices);
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void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices);
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namespace BarinkEngine {
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class ModelImporter {
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public:
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BarinkEngine::SceneObject* Import(const std::string path);
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private:
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static BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene);
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static std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene);
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};
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}
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@ -1,11 +0,0 @@
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#pragma once
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#include <string>
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struct Event
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{
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public:
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std::string name;
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int argc;
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void** argv;
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};
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#include "EventEmitter.h"
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void EventEmitter::Subscribe(EventListener& subscriber)
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{
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subscribers.push_back(&subscriber);
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}
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void EventEmitter::Unsubscribe(EventListener& subscriber)
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{
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subscribers.remove(&subscriber);
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}
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void EventEmitter::EmitEvent(Event& incident)
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{
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// Notify all subscribers an event has taken place
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for (auto it = subscribers.begin(); it != subscribers.end(); ++it)
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{
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(*it)->ReceiveEvent(incident);
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}
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}
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EventEmitter::EventEmitter() {
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subscribers = std::list<EventListener*>{};
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}
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@ -1,16 +0,0 @@
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#pragma once
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#include "Event.h"
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#include "EventListener.h"
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class EventEmitter {
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public:
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void Subscribe (EventListener& subscriber);
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void Unsubscribe(EventListener& subscriber);
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protected:
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std::list<EventListener*> subscribers;
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void EmitEvent(Event& incident);
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EventEmitter();
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};
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#pragma once
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#include <list>
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#include <iostream>
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#include "spdlog/spdlog.h"
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#include "Event.h"
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class EventListener{
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public:
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virtual void ReceiveEvent(Event& incident) = 0 ;
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};
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@ -1,61 +0,0 @@
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#include "GUIManager.h"
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#include "imgui.h"
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#include "backends/imgui_impl_opengl3.h"
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#include <backends/imgui_impl_glfw.h>
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#include "../../libs/guizmo/ImGuizmo.h"
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#include "../BarinkEngine.h"
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GUIManager::GUIManager(BarinkWindow* window)
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: currentwindow(window)
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{
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_::ImGuiConfigFlags_ViewportsEnable;
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io.ConfigFlags |= ImGuiConfigFlags_::ImGuiConfigFlags_DockingEnable;
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ImGui::StyleColorsDark();
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ImGui_ImplGlfw_InitForOpenGL(currentwindow->windowptr(), true);
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ImGui_ImplOpenGL3_Init("#version 440");
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}
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GUIManager::~GUIManager()
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{
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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}
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void GUIManager::Render()
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{
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ImGui_ImplGlfw_NewFrame();
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ImGui_ImplOpenGL3_NewFrame();
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ImGui::NewFrame();
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ImGuizmo::SetOrthographic(true);
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ImGuizmo::BeginFrame();
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ImmediateGraphicsDraw();
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ImGui::EndFrame();
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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GLFWwindow* last_context = glfwGetCurrentContext();
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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glfwMakeContextCurrent(last_context);
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}
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}
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#pragma once
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#include "../Platform/Window.h"
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class GUIManager {
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public:
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GUIManager(BarinkWindow* window);
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~GUIManager();
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void Render();
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private:
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BarinkWindow* currentwindow;
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};
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@ -1,47 +0,0 @@
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#include "Buffer.h"
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int Buffer::getBufferID() {
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return id;
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}
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void Buffer::createBuffer() {
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glGenBuffers(1, (GLuint*) &id);
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}
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void Buffer::setBufferData(void* data, size_t dataSize, bool elementBuffer = false ) {
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if (elementBuffer) {
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
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}
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else {
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glBufferData(GL_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
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}
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}
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void Buffer::Bind(bool elementBuffer = false ) {
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if (elementBuffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
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}
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else {
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glBindBuffer(GL_ARRAY_BUFFER, id);
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}
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}
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void Buffer::Unbind(bool elementBuffer = false) {
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if (elementBuffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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else {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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}
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void Buffer::Delete() {
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glDeleteBuffers(1, (GLuint*) &id);
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}
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#pragma once
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#include <glad/glad.h>
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class Buffer {
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public:
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int getBufferID();
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void createBuffer();
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void setBufferData(void* data, size_t dataSize, bool elementBuffer );
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void Bind(bool elementBuffer);
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void Unbind(bool elementBuffer);
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void Delete();
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private:
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unsigned int id;
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};
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@ -1,71 +0,0 @@
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#include "Framebuffer.h"
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#include <iostream>
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Framebuffer::Framebuffer()
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{
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glGenFramebuffers(1, &Id);
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glBindFramebuffer(GL_FRAMEBUFFER, Id);
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// Create a colour texture!
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glGenTextures(1, &ColourAttachment);
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glBindTexture(GL_TEXTURE_2D, ColourAttachment);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 800, 600, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glBindTexture(GL_TEXTURE_2D, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ColourAttachment, 0);
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// Create a depth buffer
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glGenTextures(1, &DepthAttachment);
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glBindTexture(GL_TEXTURE_2D, DepthAttachment);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 800, 600, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
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glBindTexture(GL_TEXTURE_2D, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, DepthAttachment, 0);
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/*
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* // Render buffer
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glGenRenderbuffers(1, &DepthAttachment);
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glBindRenderbuffer(GL_RENDERBUFFER, DepthAttachment);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glFramebufferRenderbuffer(GL_RENDERBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, DepthAttachment);
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*/
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if (!glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
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{
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std::cout << "Framebuffer is incomplete!" << std::endl;
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}
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else {
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std::cout << "Framebuffer is complete!" << std::endl;
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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Framebuffer::~Framebuffer()
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{
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glDeleteTextures(1, &ColourAttachment);
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glDeleteRenderbuffers(1, &DepthAttachment);
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glDeleteFramebuffers(1, &Id);
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}
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#pragma once
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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class Framebuffer {
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public:
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Framebuffer();
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~Framebuffer();
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GLuint GetId() { return Id; }
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GLuint GetColourAttachment() { return ColourAttachment; }
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GLuint GetDepthAttachment() { return DepthAttachment; }
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private:
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GLuint Id = 0;
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GLuint ColourAttachment = 0;
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GLuint DepthAttachment = 0;
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};
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#include "UniformBuffer.h"
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#include <glad/glad.h>
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UniformBuffer::UniformBuffer(unsigned int size)
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{
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glGenBuffers(1, &Id );
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glBindBuffer(GL_ARRAY_BUFFER, Id);
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glBufferData(GL_ARRAY_BUFFER, size, nullptr, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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UniformBuffer::~UniformBuffer()
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{
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glDeleteBuffers(1, &Id);
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}
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void UniformBuffer::setData( unsigned int offset , unsigned int size , void* data)
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{
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glBindBuffer(GL_ARRAY_BUFFER, Id);
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glBufferSubData(GL_ARRAY_BUFFER, offset , size, data);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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void UniformBuffer::setDescriptor(unsigned int index, unsigned int size , unsigned int stride, void* pointer)
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{
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glBindBuffer(GL_ARRAY_BUFFER, Id);
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glVertexAttribPointer(index, size, GL_FLOAT, GL_FALSE, stride, pointer);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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#pragma once
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class UniformBuffer {
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public:
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UniformBuffer (unsigned int size);
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~UniformBuffer();
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void setData(unsigned int offset, unsigned int size, void* data);
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void setDescriptor(unsigned int index, unsigned int size, unsigned int stride, void* pointer);
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private:
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unsigned int Id;
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};
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@ -1,25 +0,0 @@
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#include "VertexArray.h"
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#include <glad/glad.h>
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void VertexArray::Create(){
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glGenVertexArrays(1, &id);
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}
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void VertexArray::Bind(){
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glBindVertexArray(id);
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}
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void VertexArray::Unbind(){
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glBindVertexArray(0);
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}
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void VertexArray::Delete() {
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glDeleteVertexArrays(1, &id);
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}
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void VertexArray::AttachAttribute(unsigned int index , int size, int stride ){
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glVertexAttribPointer(index, size, GL_FLOAT, GL_FALSE, stride, 0);
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glEnableVertexAttribArray(0);
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}
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@ -1,20 +0,0 @@
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#pragma once
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class VertexArray{
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private:
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unsigned int id;
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|
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|
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public:
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void Create();
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void Bind();
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void Unbind();
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unsigned int getID() { return id; }
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void Delete();
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void AttachAttribute(unsigned int index, int size, int stride);
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};
|
@ -1,22 +0,0 @@
|
||||
#include "Camera.h"
|
||||
|
||||
Camera::Camera(glm::vec3 position, glm::vec3 rotation, float zoom)
|
||||
: Position(position), Rotation(rotation), Zoom(zoom) {
|
||||
|
||||
Front = glm::vec3(-1.0f, 0.0f, 0.0f);
|
||||
Right = glm::vec3(0.0f, 0.0f, 1.0f);
|
||||
Up = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
|
||||
}
|
||||
|
||||
Camera::~Camera() {
|
||||
|
||||
}
|
||||
|
||||
glm::mat4 Camera::GetViewMatrix() {
|
||||
return glm::lookAt(
|
||||
Position,
|
||||
Position + Front,
|
||||
Up
|
||||
);
|
||||
}
|
@ -1,22 +0,0 @@
|
||||
#pragma once
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
class Camera {
|
||||
public:
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Rotation;
|
||||
float Zoom;
|
||||
|
||||
Camera(glm::vec3 position, glm::vec3 rotation, float zoom );
|
||||
~Camera();
|
||||
|
||||
glm::mat4 GetViewMatrix();
|
||||
|
||||
|
||||
private:
|
||||
glm::vec3 Front;
|
||||
glm::vec3 Right;
|
||||
glm::vec3 Up;
|
||||
|
||||
};
|
@ -1,11 +0,0 @@
|
||||
#include "Material.h"
|
||||
|
||||
Material::Material(const Shader& shader) :
|
||||
shader(shader) {
|
||||
}
|
||||
|
||||
void Material::Apply() const {
|
||||
|
||||
shader.Use();
|
||||
shader.setUniformVec3("Color", Color);
|
||||
}
|
@ -1,14 +0,0 @@
|
||||
#pragma once
|
||||
#include <glm/glm.hpp>
|
||||
#include <string>
|
||||
#include "Shader.h"
|
||||
|
||||
class Material {
|
||||
public:
|
||||
Material(const Shader& shader);
|
||||
|
||||
void Apply()const;
|
||||
glm::vec3 Color;
|
||||
const Shader& shader;
|
||||
|
||||
};
|
@ -1,129 +0,0 @@
|
||||
#include "Shader.h"
|
||||
#include "spdlog/spdlog.h"
|
||||
|
||||
Shader::Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath)
|
||||
{
|
||||
char infoLog[512];
|
||||
int succes;
|
||||
|
||||
char* vertexCode = readFile(vertexShaderPath.c_str());
|
||||
//spdlog::info(vertexCode);
|
||||
unsigned int vertId = glCreateShader(GL_VERTEX_SHADER);
|
||||
|
||||
glShaderSource(vertId, 1, &vertexCode, NULL);
|
||||
glCompileShader(vertId);
|
||||
|
||||
glGetShaderiv(vertId, GL_COMPILE_STATUS, &succes);
|
||||
if(!succes){
|
||||
glGetShaderInfoLog(vertId, 512, NULL, infoLog);
|
||||
spdlog::error( "Vertex shader has compile error {}", infoLog);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
char* fragmentCode = readFile(fragmentShaderPath.c_str());
|
||||
//spdlog::info(fragmentCode);
|
||||
unsigned int fragId = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
|
||||
|
||||
glShaderSource(fragId, 1, &fragmentCode, NULL);
|
||||
glCompileShader(fragId);
|
||||
|
||||
|
||||
glGetShaderiv(fragId, GL_COMPILE_STATUS, &succes);
|
||||
if(!succes){
|
||||
glGetShaderInfoLog(fragId, 512, NULL, infoLog);
|
||||
spdlog::error("Fragment shader has compile error {}", infoLog);
|
||||
return;
|
||||
}
|
||||
|
||||
id = glCreateProgram();
|
||||
|
||||
glAttachShader(id, vertId);
|
||||
glAttachShader(id, fragId);
|
||||
glLinkProgram(id);
|
||||
|
||||
|
||||
int success;
|
||||
glGetProgramiv(id, GL_LINK_STATUS, &success);
|
||||
if(!success) {
|
||||
glGetProgramInfoLog(id, 512, NULL, infoLog);
|
||||
printf("ERROR::SHADER_PROGRAM::LINKING_FAILED\n %s", infoLog);
|
||||
}
|
||||
|
||||
|
||||
delete vertexCode;
|
||||
delete fragmentCode;
|
||||
|
||||
|
||||
}
|
||||
|
||||
char* Shader::readFile (const char* filePath){
|
||||
|
||||
spdlog::info("Opening {} ", filePath);
|
||||
|
||||
|
||||
std::ifstream file ;
|
||||
file.open(filePath);
|
||||
|
||||
if(file.is_open() == false){
|
||||
spdlog::info("File not found.");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
||||
// Determine the file size!
|
||||
file.seekg(0, std::ios::end);
|
||||
size_t filesize = file.tellg();
|
||||
|
||||
// Undo previous seek.
|
||||
file.seekg(0, std::ios::beg);
|
||||
//spdlog::info("filesize: {}", filesize);
|
||||
|
||||
|
||||
// Create a big enough buffer for the file
|
||||
|
||||
size_t bufferSize = filesize + 3;
|
||||
char* FileBuffer = new char[bufferSize];
|
||||
|
||||
memset(FileBuffer, '\0', bufferSize);
|
||||
|
||||
// read the whole file
|
||||
file.read(FileBuffer, filesize);
|
||||
|
||||
return FileBuffer;
|
||||
}
|
||||
|
||||
void Shader::Use() const
|
||||
{
|
||||
glUseProgram(id);
|
||||
}
|
||||
|
||||
|
||||
void Shader::setUniformMat4(std::string uniformName, glm::mat4 matrix4) const
|
||||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(id, uniformName.c_str()), 1, GL_FALSE, glm::value_ptr(matrix4));
|
||||
}
|
||||
void Shader::setUniformVec4(std::string uniformName, glm::vec4 vector4) const
|
||||
{
|
||||
glUniform4fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector4));
|
||||
}
|
||||
void Shader::setUniformVec3(std::string uniformName, glm::vec3 vector3) const
|
||||
{
|
||||
glUniform3fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector3));
|
||||
}
|
||||
void Shader::setUniformVec2(std::string uniformName, glm::vec2 vector2) const
|
||||
{
|
||||
glUniform2fv(glGetUniformLocation(id, uniformName.c_str()),1, glm::value_ptr(vector2));
|
||||
}
|
||||
|
||||
void Shader::setUniformFloat(std::string uniformName, float value) const
|
||||
{
|
||||
glUniform1f(glGetUniformLocation(id, uniformName.c_str()), value);
|
||||
}
|
||||
|
||||
void Shader::setUniformInt(std::string uniformName, int value) const
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(id, uniformName.c_str()), value);
|
||||
}
|
@ -1,40 +0,0 @@
|
||||
#include "Texture.h"
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "../stb_image.h"
|
||||
#include <iostream>
|
||||
|
||||
Texture::Texture(const std::string texturePath) {
|
||||
|
||||
int width, height, channels;
|
||||
unsigned char* data = stbi_load(texturePath.c_str(), &width, &height, &channels, 0);
|
||||
std::cout << channels << std::endl;
|
||||
|
||||
if (data) {
|
||||
glGenTextures(1, &Id);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, Id);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
}
|
||||
else {
|
||||
spdlog::error("Failed to load image (%s)", texturePath );
|
||||
}
|
||||
stbi_image_free(data);
|
||||
|
||||
}
|
||||
|
||||
void Texture::Bind() {
|
||||
glBindTexture(GL_TEXTURE_2D, Id);
|
||||
}
|
||||
|
||||
void Texture::Unbind() {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
@ -1,18 +0,0 @@
|
||||
#pragma once
|
||||
#include <spdlog/spdlog.h>
|
||||
#include <string>
|
||||
|
||||
|
||||
class Texture {
|
||||
public:
|
||||
Texture(const std::string texturePath);
|
||||
|
||||
void Bind();
|
||||
void Unbind();
|
||||
|
||||
|
||||
private:
|
||||
|
||||
unsigned int Id;
|
||||
|
||||
};
|
@ -1,46 +0,0 @@
|
||||
#include "RenderSurface.h";
|
||||
|
||||
RenderSurface::RenderSurface(){
|
||||
shader = new Shader("build/SandboxAppliction/Debug/renderSuface.vs", "build/SandboxApplication/Debug/renderSurface.fs");
|
||||
|
||||
|
||||
|
||||
verts = std::vector<glm::vec3>{
|
||||
{-0.5f, 0.5f, 0.0f}, // 0
|
||||
{-0.5f, -0.5f, 0.0f}, // 1
|
||||
{0.5f, -0.5f, 0.0f}, // 2
|
||||
{0.5f, 0.5f, 0.0f}, // 3
|
||||
};
|
||||
|
||||
indices = std::vector<unsigned int>{
|
||||
0,2,1,
|
||||
0,3,2
|
||||
};
|
||||
|
||||
VAO.Create();
|
||||
VAO.Bind();
|
||||
|
||||
vertexBuffer.createBuffer();
|
||||
vertexBuffer.Bind(false);
|
||||
vertexBuffer.setBufferData(&verts[0], verts.size() * sizeof(glm::vec3), false);
|
||||
|
||||
elementBuffer.createBuffer();
|
||||
elementBuffer.Bind(true);
|
||||
elementBuffer.setBufferData(&indices[0], indices.size() * sizeof(unsigned int), true);
|
||||
|
||||
VAO.AttachAttribute(0, 3, 0);
|
||||
|
||||
vertexBuffer.Unbind(false);
|
||||
VAO.Unbind();
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
RenderSurface::~RenderSurface() {
|
||||
delete shader;
|
||||
}
|
||||
|
||||
void RenderSurface::Draw() {
|
||||
|
||||
}
|
@ -1,32 +0,0 @@
|
||||
#pragma once
|
||||
#include "../BarinkEngine.h"
|
||||
#include "../Graphics/Memory/Buffer.h"
|
||||
#include "../Graphics/Memory/VertexArray.h"
|
||||
#include <vector>
|
||||
class RenderSurface
|
||||
{
|
||||
public:
|
||||
RenderSurface();
|
||||
~RenderSurface();
|
||||
|
||||
void Draw();
|
||||
|
||||
private:
|
||||
// would normally be a material
|
||||
// however rendersurface is special and
|
||||
// thus does not contain a material
|
||||
Shader* shader;
|
||||
|
||||
// Basically a mesh
|
||||
std::vector<glm::vec3> verts;
|
||||
std::vector<unsigned int > indices;
|
||||
|
||||
|
||||
Buffer vertexBuffer;
|
||||
Buffer elementBuffer;
|
||||
|
||||
VertexArray VAO;
|
||||
|
||||
|
||||
|
||||
};
|
@ -1,119 +0,0 @@
|
||||
#include "InputManager.h"
|
||||
|
||||
BarinkEngine::InputManager InputSystem;
|
||||
|
||||
void BarinkEngine::InputManager::PollEvents()
|
||||
{
|
||||
for (auto it = windows.begin(); it != windows.end(); ++it) {
|
||||
auto window = *it;
|
||||
window->Poll();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void BarinkEngine::InputManager::KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
|
||||
Event KeyEvent{};
|
||||
KeyEvent.name = "KEY";
|
||||
|
||||
InputSystem.EmitEvent(KeyEvent);
|
||||
|
||||
|
||||
if (key == GLFW_KEY_A && action == GLFW_PRESS)
|
||||
{
|
||||
|
||||
std::cout << "'a' key was pressed" << std::endl;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void BarinkEngine::InputManager::CursorPositionCallback(GLFWwindow* window, double x, double y)
|
||||
{
|
||||
//std::cout << "Cursor Position x: " << x << ", y: " << y << std::endl;
|
||||
Event CursorPosUpdate{};
|
||||
CursorPosUpdate.name = "UPDATE::CURSOR:POSITION";
|
||||
|
||||
InputSystem.EmitEvent(CursorPosUpdate);
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void BarinkEngine::InputManager::CursorEnterCallback(GLFWwindow* window, int entered)
|
||||
{
|
||||
if (entered) {
|
||||
Event mouseEntered {};
|
||||
mouseEntered.name = "Mouse Entered Window's confines!";
|
||||
mouseEntered.argc = 0;
|
||||
|
||||
InputSystem.EmitEvent(mouseEntered);
|
||||
|
||||
|
||||
|
||||
}
|
||||
else {
|
||||
Event mouseLeft{};
|
||||
mouseLeft.name = "Mouse Left Window's confines!";
|
||||
mouseLeft.argc = 0;
|
||||
|
||||
InputSystem.EmitEvent(mouseLeft);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void BarinkEngine::InputManager::MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
||||
{
|
||||
|
||||
Event MouseButtonEvent{};
|
||||
MouseButtonEvent.name = "MOUSEBUTTON";
|
||||
|
||||
InputSystem.EmitEvent(MouseButtonEvent);
|
||||
|
||||
|
||||
if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS) {
|
||||
std::cout << "Right mouse button was pressed!" << std::endl;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void BarinkEngine::InputManager::ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
std::cout << "Scroll: x: " << xoffset << ", y: " << yoffset << std::endl;
|
||||
|
||||
Event ScrollEvent{};
|
||||
ScrollEvent.name = "SCROLL";
|
||||
|
||||
InputSystem.EmitEvent(ScrollEvent);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
void BarinkEngine::InputManager::attach(BarinkWindow* window)
|
||||
{
|
||||
|
||||
windows.push_back(window);
|
||||
|
||||
// Attach callbacks
|
||||
glfwSetKeyCallback(window->windowptr(), KeyCallback);
|
||||
glfwSetCursorPosCallback(window->windowptr(), CursorPositionCallback);
|
||||
glfwSetCursorEnterCallback(window->windowptr(), CursorEnterCallback);
|
||||
glfwSetMouseButtonCallback(window->windowptr(), MouseButtonCallback);
|
||||
glfwSetScrollCallback(window->windowptr(), ScrollCallback);
|
||||
|
||||
this->Subscribe( (EventListener&)(*window));
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
BarinkEngine::InputManager::InputManager() : EventEmitter ()
|
||||
{
|
||||
windows = std::vector<BarinkWindow*>();
|
||||
}
|
||||
|
||||
|
||||
|
@ -1,70 +0,0 @@
|
||||
#include "PerfCounter.h"
|
||||
#include <imgui.h>
|
||||
#include <iostream>
|
||||
|
||||
EngineStatistics ES;
|
||||
|
||||
uint64_t EngineInstrumentation::GetPrecisionTime() {
|
||||
using namespace std::chrono; // REMINDER: This is kinda ugly but safes line width
|
||||
return duration_cast<milliseconds>(high_resolution_clock::now().time_since_epoch()).count();
|
||||
}
|
||||
|
||||
void EngineInstrumentation::PerfomanceSamplerInit() {
|
||||
ES.frames = 0;
|
||||
//EngineInstrumentation::lastSampleTime = GetPrecisionTime();
|
||||
}
|
||||
|
||||
|
||||
|
||||
void EngineInstrumentation::Update() {
|
||||
/*
|
||||
uint64_t MilliSecondsPast = GetPrecisionTime() - EngineInstrumentation::lastSampleTime;
|
||||
|
||||
if (MilliSecondsPast >= 1000) {
|
||||
|
||||
ES.frameTime = (float)1000 / ES.frames;
|
||||
ES.FPS = ES.frames;
|
||||
ES.frames = 0;
|
||||
//EngineInstrumentation::lastSampleTime = GetPrecisionTime();
|
||||
}
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
void EngineInstrumentation::ShowStats() {
|
||||
ImGui::Begin("Statistics", false, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize);
|
||||
|
||||
ImGui::Text("FPS: %i", ES.FPS);
|
||||
ImGui::Text("Frame Time: %f", ES.frameTime);
|
||||
ImGui::Text("Verts: %i", ES.verts);
|
||||
ImGui::Text("Draw Calls: %i", ES.DC);
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
||||
PerfSampler::PerfSampler(const std::string& name )
|
||||
: name(name)
|
||||
{
|
||||
using namespace std::chrono;
|
||||
startTime = high_resolution_clock::now();
|
||||
|
||||
}
|
||||
|
||||
PerfSampler::~PerfSampler()
|
||||
{
|
||||
Stop();
|
||||
}
|
||||
|
||||
void PerfSampler::Stop()
|
||||
{
|
||||
using namespace std::chrono;
|
||||
auto end = high_resolution_clock::now();
|
||||
auto durationInuSeconds =
|
||||
duration_cast<nanoseconds>(end.time_since_epoch()).count() -
|
||||
duration_cast<nanoseconds>(startTime.time_since_epoch()).count();
|
||||
|
||||
auto ms = durationInuSeconds * 0.001f;
|
||||
|
||||
// std::cout << "[" << name << "]" << "Took: " << durationInuSeconds << " us (" << ms << " ms)" << std::endl;
|
||||
}
|
@ -1,37 +0,0 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <chrono>
|
||||
struct EngineStatistics {
|
||||
float frameTime;
|
||||
uint32_t verts;
|
||||
uint32_t DC;
|
||||
|
||||
int64_t frames;
|
||||
int64_t FPS;
|
||||
|
||||
};
|
||||
|
||||
class EngineInstrumentation {
|
||||
public:
|
||||
|
||||
//static int64_t lastSampleTime;
|
||||
|
||||
static uint64_t GetPrecisionTime();
|
||||
static void PerfomanceSamplerInit();
|
||||
|
||||
static void Update();
|
||||
static void ShowStats();
|
||||
|
||||
};
|
||||
|
||||
class PerfSampler {
|
||||
public:
|
||||
|
||||
PerfSampler(const std::string& name);
|
||||
~PerfSampler();
|
||||
void Stop();
|
||||
private:
|
||||
const std::string& name;
|
||||
std::chrono::time_point<std::chrono::high_resolution_clock> startTime;
|
||||
};
|
@ -1,86 +0,0 @@
|
||||
#include "Window.h"
|
||||
|
||||
bool BarinkWindow::InitGLFW(){
|
||||
if(!glfwInit())
|
||||
{
|
||||
spdlog::error("Failed to initialise GLFW!");
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
BarinkWindow::BarinkWindow(const int width, const int height) :
|
||||
Width(width), Height(height), FullScreen(false)
|
||||
{
|
||||
if (InitGLFW()==false) {
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
glfwWindowHint(GLFW_DOUBLEBUFFER, GLFW_TRUE);
|
||||
glfwWindowHint(GLFW_FOCUS_ON_SHOW, GLFW_TRUE);
|
||||
// No window decorations such as a border, a close widget
|
||||
// glfwWindowHint(GLFW_DECORATED, GLFW_FALSE);
|
||||
// glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE);
|
||||
// Disable resizing the window
|
||||
//glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
||||
|
||||
|
||||
window = glfwCreateWindow(Width, Height, "BarinkEngine", NULL, NULL);
|
||||
|
||||
if( !window)
|
||||
{
|
||||
spdlog::error("GLFW failed to create window!");
|
||||
glfwTerminate();
|
||||
return;
|
||||
}
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
||||
printf("Failed to initialize GLAD!\n");
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
// Set vsync off !!
|
||||
glfwSwapInterval(0);
|
||||
|
||||
VulkanSupported = glfwVulkanSupported();
|
||||
|
||||
glfwGetFramebufferSize(window, &Width, &Height);
|
||||
glViewport(0,0, Width, Height);
|
||||
|
||||
|
||||
|
||||
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
|
||||
|
||||
}
|
||||
|
||||
BarinkWindow::~BarinkWindow(){
|
||||
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
GLFWwindow* BarinkWindow::windowptr()
|
||||
{
|
||||
return window;
|
||||
}
|
||||
|
||||
bool BarinkWindow::WindowShouldClose(){
|
||||
return glfwWindowShouldClose(window);
|
||||
}
|
||||
|
||||
void BarinkWindow::Poll()
|
||||
{
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
void BarinkWindow::SwapBuffers()
|
||||
{
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
void BarinkWindow::ReceiveEvent(Event& incident)
|
||||
{
|
||||
//std::cout << "EVENT RECEIVED: " << incident.name << std::endl;
|
||||
}
|
||||
|
@ -1,7 +0,0 @@
|
||||
#include "Entity.h"
|
||||
|
||||
Entity::Entity(entt::entity e, Scene* scene)
|
||||
: m_entity(e), m_scene(scene)
|
||||
{
|
||||
}
|
||||
|
@ -1,40 +0,0 @@
|
||||
#pragma once
|
||||
#include <entt/entt.hpp>
|
||||
class Scene;
|
||||
|
||||
|
||||
class Entity {
|
||||
public:
|
||||
Entity() = default;
|
||||
Entity(entt::entity e, Scene* scene);
|
||||
Entity(const Entity& other) = default;
|
||||
|
||||
template<class T >
|
||||
T& AddComponent() {
|
||||
return m_scene->m_registry.emplace<T>(m_entity);
|
||||
}
|
||||
|
||||
template<class T>
|
||||
T& GetComponent() {
|
||||
return m_scene->m_registry.get<T>(m_entity);
|
||||
}
|
||||
|
||||
|
||||
template<class T>
|
||||
bool HasComponent() {
|
||||
return m_scene->getReg().all_of<T>(m_entity);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// NOTE: Not Scene context aware!!
|
||||
bool operator== (Entity& other) {
|
||||
return m_entity == other.m_entity;
|
||||
}
|
||||
|
||||
private:
|
||||
entt::entity m_entity;
|
||||
Scene* m_scene;
|
||||
|
||||
};
|
||||
|
@ -1,24 +0,0 @@
|
||||
#include "Scene.h"
|
||||
#include "Entity.h"
|
||||
#include "Components.h"
|
||||
Scene::Scene()
|
||||
{
|
||||
//m_registry = entt::basic_registry();
|
||||
}
|
||||
|
||||
Scene::~Scene()
|
||||
{}
|
||||
|
||||
Entity Scene::AddEntity(std::string name)
|
||||
{
|
||||
Entity entity = { m_registry.create(), this };
|
||||
|
||||
auto& ident = entity.AddComponent<BarinkEngine::IdentifierComponent>();
|
||||
ident.name = name;
|
||||
entity.AddComponent<BarinkEngine::TransformComponent>();
|
||||
|
||||
|
||||
return entity;
|
||||
}
|
||||
|
||||
|
@ -1,22 +0,0 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include <entt/entt.hpp>
|
||||
class Entity;
|
||||
|
||||
class Scene
|
||||
{
|
||||
public:
|
||||
Scene();
|
||||
~Scene();
|
||||
|
||||
Entity AddEntity(std::string name);
|
||||
|
||||
entt::registry& getReg() { return m_registry; }
|
||||
|
||||
private:
|
||||
entt::registry m_registry;
|
||||
|
||||
friend class Entity;
|
||||
};
|
||||
|
||||
|
@ -1,7 +0,0 @@
|
||||
#include "Node.h"
|
||||
|
||||
Node::Node(const std::string& name)
|
||||
: name(name), parent(nullptr), children(std::vector<Node*>()) {}
|
||||
|
||||
Group::Group(const std::string& name )
|
||||
: Node(name) {}
|
@ -1,12 +0,0 @@
|
||||
#include "SceneNodeTypes.h"
|
||||
|
||||
BarinkEngine::SceneCamera::SceneCamera()
|
||||
: Group(std::string("Camera")), camera(Camera(glm::vec3(0.0f), glm::vec3(0.0f), 0))
|
||||
{}
|
||||
|
||||
BarinkEngine::SceneObject::SceneObject(std::string name, Renderable* visual)
|
||||
: Group(name), renderable(visual)
|
||||
{}
|
||||
|
||||
BarinkEngine::SceneObject::~SceneObject()
|
||||
{}
|
@ -1,11 +0,0 @@
|
||||
#include "LuaScript.h"
|
||||
/*
|
||||
LuaScript::LuaScript(const std::string& path)
|
||||
: filePath(path) {
|
||||
}
|
||||
|
||||
void LuaScript::execute(lua_State& l)
|
||||
{
|
||||
luaL_dofile(&l, filePath.c_str());
|
||||
}
|
||||
*/
|
@ -1,28 +0,0 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
|
||||
extern "C"
|
||||
{
|
||||
#include "lauxlib.h"
|
||||
#include "lua.h"
|
||||
#include "lualib.h"
|
||||
}
|
||||
|
||||
|
||||
#include "LuaScriptingManager.h"
|
||||
|
||||
|
||||
/*
|
||||
class LuaScript {
|
||||
public:
|
||||
|
||||
LuaScript(const std::string&);
|
||||
void execute(lua_State& l);
|
||||
|
||||
private:
|
||||
std::string filePath;
|
||||
|
||||
};
|
||||
|
||||
|
||||
*/
|
@ -1,18 +0,0 @@
|
||||
#include "LuaScriptingManager.h"
|
||||
/*
|
||||
LuaScriptingManager::LuaScriptingManager()
|
||||
{
|
||||
L = luaL_newstate();
|
||||
luaL_openlibs(L);
|
||||
}
|
||||
|
||||
|
||||
void LuaScriptingManager::ExecuteLuaString(const std::string& code) {
|
||||
luaL_dostring(L, code.c_str());
|
||||
}
|
||||
|
||||
lua_State& LuaScriptingManager::getState()
|
||||
{
|
||||
return (*L);
|
||||
}
|
||||
*/
|
@ -1,28 +0,0 @@
|
||||
#pragma once
|
||||
#include <vector>
|
||||
|
||||
extern "C"
|
||||
{
|
||||
#include "lauxlib.h"
|
||||
#include "lua.h"
|
||||
#include "lualib.h"
|
||||
}
|
||||
|
||||
|
||||
#include "LuaScript.h"
|
||||
|
||||
/*
|
||||
class LuaScriptingManager
|
||||
{
|
||||
public:
|
||||
std::vector<LuaScript*> scripts;
|
||||
|
||||
LuaScriptingManager();
|
||||
|
||||
void ExecuteLuaString(const std::string&);
|
||||
|
||||
private:
|
||||
lua_State* L;
|
||||
|
||||
lua_State& getState();
|
||||
};*/
|
@ -4,7 +4,7 @@ kind "ConsoleApp"
|
||||
buildmessage "Building editor ..."
|
||||
|
||||
links{
|
||||
"BarinkEngine",
|
||||
"YoggieEngine",
|
||||
"ImGuizmo"
|
||||
}
|
||||
|
||||
@ -13,32 +13,27 @@ includedirs{
|
||||
|
||||
-- I'd prefer if didn't need these..
|
||||
-- We'll figure that out some time later
|
||||
"./../libs/lua/include",
|
||||
"./../libs/spdlog/include",
|
||||
"./../libs/glm",
|
||||
"./../libs/GorillaAudio/include",
|
||||
incfolder["lua"],
|
||||
incfolder["spdlog"],
|
||||
incfolder["glm"],
|
||||
incfolder["assimp"],
|
||||
incfolder["glad"],
|
||||
incfolder["glfw"],
|
||||
|
||||
"./../libs/assimp/include",
|
||||
"./../libs/glad/include",
|
||||
"./../libs/glfw/include",
|
||||
"./../libs/tinygltf",
|
||||
"./../libs/glew/include",
|
||||
"./../libs/glm",
|
||||
"./../libs/ImGui",
|
||||
"./../libs/guizmo",
|
||||
|
||||
"./../libs/entt/src",
|
||||
incfolder["imgui"],
|
||||
incfolder["imguizmo"],
|
||||
incfolder["entt"],
|
||||
|
||||
"./include"
|
||||
|
||||
}
|
||||
|
||||
libdirs {
|
||||
'./../build/BarinkEngine/Debug'
|
||||
staticlib["yoggie"]
|
||||
}
|
||||
|
||||
files {
|
||||
"./include/*.h",
|
||||
"./src/*.h",
|
||||
"./src/*.cpp"
|
||||
}
|
||||
|
||||
|
@ -1,25 +1,23 @@
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
#include <imgui.h>
|
||||
|
||||
#include "stb_image.h"
|
||||
#include "../../libs/guizmo/ImGuizmo.h"
|
||||
|
||||
#include "../../BarinkEngine/src/BarinkEngine.h"
|
||||
#include "../../BarinkEngine/src/AssetManager/ModelImporter.h"
|
||||
#include "../../BarinkEngine/src/Graphics/Memory/Framebuffer.h"
|
||||
#include "../../BarinkEngine/src/PerfCounter.cpp"
|
||||
#include "../../BarinkEngine/src/Scene/Entity.h"
|
||||
#include "../../YoggieEngine/src/BarinkEngine.h"
|
||||
#include "../../YoggieEngine/src/AssetManager/ModelImporter.h"
|
||||
#include "../../YoggieEngine/src/Graphics/Memory/Framebuffer.h"
|
||||
#include "../../YoggieEngine/src/PerfCounter.cpp"
|
||||
#include "../../YoggieEngine/src/Scene/Entity.h"
|
||||
#include "Widgets.h"
|
||||
|
||||
using namespace YoggieEngine;
|
||||
/*
|
||||
* Define globals
|
||||
*/
|
||||
|
||||
Framebuffer* framebuffer;
|
||||
Scene Level1;
|
||||
BarinkEngine::SceneObject* Model;
|
||||
SceneObject* Model;
|
||||
Entity cube;
|
||||
|
||||
entt::entity Selected;
|
||||
@ -35,25 +33,25 @@ void Start() {
|
||||
|
||||
|
||||
// Create a level and load it as the current level
|
||||
auto importer = BarinkEngine::ModelImporter();
|
||||
auto importer = ModelImporter();
|
||||
|
||||
// Create a cube
|
||||
Model = importer.Import("build/Debug/Models/Cube.obj");
|
||||
cube = Level1.AddEntity("cube");
|
||||
|
||||
auto& render3DComponent = cube.AddComponent<BarinkEngine::Render3DComponent>();
|
||||
auto& render3DComponent = cube.AddComponent<Render3DComponent>();
|
||||
render3DComponent.mesh = *(Model->renderable->mesh);
|
||||
|
||||
cube.GetComponent<BarinkEngine::TransformComponent>().Position = glm::vec3(1.0f, 0.0f, 5.0f);
|
||||
cube.GetComponent<TransformComponent>().Position = glm::vec3(1.0f, 0.0f, 5.0f);
|
||||
|
||||
auto cube2 = Level1.AddEntity("Cube1");
|
||||
auto& rendercube2 = cube2.AddComponent<BarinkEngine::Render3DComponent>();
|
||||
auto& rendercube2 = cube2.AddComponent<Render3DComponent>();
|
||||
rendercube2.mesh = *(Model->renderable->mesh);
|
||||
|
||||
|
||||
// create an ambient light source
|
||||
auto AmbientLight = Level1.AddEntity("AmbientLight");
|
||||
auto light = AmbientLight.AddComponent<BarinkEngine::LightComponent>();
|
||||
auto light = AmbientLight.AddComponent<LightComponent>();
|
||||
light.Color = glm::vec3(1.0f);
|
||||
light.Strength = 1.0f;
|
||||
|
||||
|
@ -1,7 +1,8 @@
|
||||
#include "widgets.h"
|
||||
//#include "EditorConsole.h"
|
||||
#include <iostream>
|
||||
#include "../../BarinkEngine/src/Scene/Components.h"
|
||||
#include "../../BarinkEngine/src/Scene/Entity.h"
|
||||
#include "../../YoggieEngine/src/Scene/Components.h"
|
||||
#include "../../YoggieEngine/src/Scene/Entity.h"
|
||||
class Editor;
|
||||
|
||||
void ComponentView(const std::string& componentName, voidFunction func)
|
||||
@ -18,6 +19,8 @@ void ComponentView(const std::string& componentName, voidFunction func)
|
||||
|
||||
void Inspector(entt::entity ent , Scene& scene) {
|
||||
ImGui::Begin("Inspector");
|
||||
static char* names[] = { "Script Component", "Camera Component" };
|
||||
|
||||
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);
|
||||
@ -25,26 +28,52 @@ void Inspector(entt::entity ent , Scene& scene) {
|
||||
|
||||
Entity entity = Entity(ent, &scene);
|
||||
|
||||
auto component = entity.GetComponent<BarinkEngine::IdentifierComponent>();
|
||||
ImGui::LabelText("## Name:", component.name.c_str() );
|
||||
auto component = entity.GetComponent<IdentifierComponent>();
|
||||
ImGui::LabelText("## Name:", component.name.c_str());
|
||||
|
||||
if (entity.HasComponent<BarinkEngine::TransformComponent>()) {
|
||||
auto& transform = entity.GetComponent<BarinkEngine::TransformComponent>();
|
||||
ImGui::DragFloat3("Position", glm::value_ptr(transform.Position) , 0.01);
|
||||
|
||||
|
||||
if (ImGui::Button("Add Component"))
|
||||
ImGui::OpenPopup("Component picker");
|
||||
|
||||
ImGui::SameLine();
|
||||
if (ImGui::BeginPopup("Component picker")) {
|
||||
|
||||
for (int i = 0; i < IM_ARRAYSIZE(names); i++)
|
||||
if (ImGui::MenuItem(names[i])) {
|
||||
std::cout << "Add a " << names[i] << " to "
|
||||
<< entity.GetComponent<IdentifierComponent>().name << std::endl;
|
||||
}
|
||||
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
ImGui::NewLine();
|
||||
|
||||
|
||||
|
||||
|
||||
if (entity.HasComponent<TransformComponent>()) {
|
||||
auto& transform = entity.GetComponent<TransformComponent>();
|
||||
if (ImGui::CollapsingHeader("Transform", ImGuiTreeNodeFlags_None )) {
|
||||
ImGui::DragFloat3("Position", glm::value_ptr(transform.Position), 0.01);
|
||||
ImGui::DragFloat3("Rotation", glm::value_ptr(transform.Rotation), 0.01);
|
||||
ImGui::DragFloat3("Scale", glm::value_ptr(transform.Scale), 0.01, 0);
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (entity.HasComponent<BarinkEngine::LightComponent>()) {
|
||||
auto& light = entity.GetComponent<BarinkEngine::LightComponent>();
|
||||
if (entity.HasComponent<LightComponent>()) {
|
||||
auto& light = entity.GetComponent<LightComponent>();
|
||||
ImGui::DragFloat("Strength", &light.Strength, 0.001f);
|
||||
ImGui::ColorEdit3("Colour", glm::value_ptr(light.Color));
|
||||
|
||||
}
|
||||
|
||||
if (entity.HasComponent <BarinkEngine::CameraComponent>()) {
|
||||
auto& camera = entity.GetComponent<BarinkEngine::CameraComponent>();
|
||||
if (entity.HasComponent <CameraComponent>()) {
|
||||
auto& camera = entity.GetComponent<CameraComponent>();
|
||||
ComponentView("Camera", [] {
|
||||
ImGui::SliderFloat("Zoom", &Zoom, 10, 190);
|
||||
ImGui::InputFloat3("Position:", &Position[0]);
|
||||
@ -52,7 +81,7 @@ void Inspector(entt::entity ent , Scene& scene) {
|
||||
});
|
||||
}
|
||||
|
||||
if (entity.HasComponent<BarinkEngine::ScriptComponent>()) {
|
||||
if (entity.HasComponent<ScriptComponent>()) {
|
||||
ComponentView("Scripting", [] {
|
||||
ImGui::LabelText("##--", "Hello scripting");
|
||||
});
|
||||
@ -71,7 +100,7 @@ void SceneExplorer(entt::entity& selected, Scene& scene )
|
||||
|
||||
scene.getReg().each([&](entt::entity enttNumber) {
|
||||
Entity entity = Entity(enttNumber, &scene);
|
||||
auto id = entity.GetComponent<BarinkEngine::IdentifierComponent>();
|
||||
auto id = entity.GetComponent<IdentifierComponent>();
|
||||
|
||||
if (ImGui::Selectable(id.name.c_str(), enttNumber == selected )) {
|
||||
selected = enttNumber;
|
||||
@ -122,9 +151,11 @@ void Settings() {
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
//auto console = EditorConsole();
|
||||
|
||||
void Console() {
|
||||
ImGui::Begin("Console", false);
|
||||
ImGui::Dummy(ImVec2{ 128, 128 });
|
||||
// console.Draw();
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -2,11 +2,14 @@
|
||||
#include <glm/glm.hpp>
|
||||
#include <imgui.h>
|
||||
#include <string>
|
||||
#include "../../libs/guizmo/ImGuizmo.h"
|
||||
#include "../../BarinkEngine/src/BarinkEngine.h"
|
||||
|
||||
#include <entt/entt.hpp>
|
||||
#include <entt/entity/fwd.hpp>
|
||||
|
||||
#include "../../libs/guizmo/ImGuizmo.h"
|
||||
#include "../../YoggieEngine/src/BarinkEngine.h"
|
||||
typedef void ( *voidFunction ) (void);
|
||||
using namespace YoggieEngine;
|
||||
|
||||
void ComponentView(const std::string& componentName, voidFunction func);
|
||||
|
||||
|
@ -4,11 +4,11 @@ kind "ConsoleApp"
|
||||
buildmessage "Building the runtime ..."
|
||||
|
||||
links{
|
||||
"BarinkEngine"
|
||||
"YoggieEngine"
|
||||
}
|
||||
|
||||
includedirs{
|
||||
"./../BarinkEngine/src",
|
||||
"./../YoggieEngine/src",
|
||||
-- I'd prefer if didn't need these..
|
||||
-- We'll figure that out some time later
|
||||
"./../libs/lua/include",
|
||||
@ -30,7 +30,7 @@ includedirs{
|
||||
}
|
||||
|
||||
libdirs {
|
||||
'./../build/BarinkEngine/Debug'
|
||||
'./../YoggieEngine/build/Debug'
|
||||
}
|
||||
|
||||
files {
|
||||
|
@ -4,11 +4,11 @@ kind "ConsoleApp"
|
||||
buildmessage "Building SandboxApp ..."
|
||||
|
||||
links{
|
||||
"BarinkEngine"
|
||||
"YoggieEngine"
|
||||
}
|
||||
|
||||
includedirs{
|
||||
"./../BarinkEngine/Include",
|
||||
"./../YoggieEngine/Include",
|
||||
|
||||
-- I'd prefer if didn't need these..
|
||||
-- We'll figure that out some time later
|
||||
@ -31,7 +31,7 @@ includedirs{
|
||||
}
|
||||
|
||||
libdirs {
|
||||
'./../build/BarinkEngine/Debug'
|
||||
'./../YoggieEngine/build/Debug'
|
||||
}
|
||||
|
||||
files {
|
||||
|
@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
#include "imgui.h"
|
||||
#include "../../BarinkEngine/src/BarinkEngine.h"
|
||||
#include "../../BarinkEngine/src/Graphics/Memory/Framebuffer.h"
|
||||
#include "../../YoggieEngine/src/BarinkEngine.h"
|
||||
#include "../../YoggieEngine/src/Graphics/Memory/Framebuffer.h"
|
||||
|
||||
void CameraTool();
|
||||
void ScriptingTool(char* code);
|
||||
|
@ -1,13 +1,15 @@
|
||||
#include "../../BarinkEngine/src/BarinkEngine.h"
|
||||
#include "../../BarinkEngine/src/Scene/Components.h"
|
||||
#include "../../BarinkEngine/src/Scene/Scene.h"
|
||||
#include "../../BarinkEngine/src/Scene/Entity.h"
|
||||
#include "../../BarinkEngine/src/AssetManager/ModelImporter.h"
|
||||
#include <imgui.h>
|
||||
#include "GUI.h"
|
||||
#include "Util.h"
|
||||
#include <entt/entt.hpp>
|
||||
#include "../../BarinkEngine/src/PerfCounter.h"
|
||||
|
||||
#include "../../YoggieEngine/src/BarinkEngine.h"
|
||||
#include "../../YoggieEngine/src/Scene/Components.h"
|
||||
#include "../../YoggieEngine/src/Scene/Scene.h"
|
||||
#include "../../YoggieEngine/src/Scene/Entity.h"
|
||||
#include "../../YoggieEngine/src/AssetManager/ModelImporter.h"
|
||||
#include "../../YoggieEngine/src/PerfCounter.h"
|
||||
|
||||
|
||||
/*
|
||||
* Define globals
|
||||
|
@ -1,5 +1,5 @@
|
||||
#pragma once
|
||||
#include "../../BarinkEngine/src/BarinkEngine.h"
|
||||
#include "../../YoggieEngine/src/BarinkEngine.h"
|
||||
|
||||
//void PrintSceneTree(Node& node, int depth);
|
||||
|
||||
|
@ -1,7 +1,7 @@
|
||||
project "BarinkEngine"
|
||||
project "YoggieEngine"
|
||||
kind "StaticLib"
|
||||
|
||||
buildmessage "Building BarinkEngine"
|
||||
buildmessage "Building Yoggie Engine"
|
||||
|
||||
includedirs {
|
||||
"../libs/spdlog/include",
|
||||
@ -59,5 +59,4 @@ project "BarinkEngine"
|
||||
ok,err = os.copyfile("BarinkEngine/src/Graphics/shaders/*" ,"SandboxApp/build/Debug/")
|
||||
}
|
||||
|
||||
include('../ImGui')
|
||||
include("../ImGuizmo")
|
||||
|
101
YoggieEngine/src/AssetManager/ModelImporter.cpp
Normal file
101
YoggieEngine/src/AssetManager/ModelImporter.cpp
Normal file
@ -0,0 +1,101 @@
|
||||
#include "ModelImporter.h"
|
||||
#include "spdlog/spdlog.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]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
31
YoggieEngine/src/AssetManager/ModelImporter.h
Normal file
31
YoggieEngine/src/AssetManager/ModelImporter.h
Normal file
@ -0,0 +1,31 @@
|
||||
#pragma once
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#define STB_IMAGE_WRITE_IMPLEMENTATION
|
||||
|
||||
#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);
|
||||
|
||||
|
||||
|
||||
};
|
||||
}
|
@ -1,19 +1,20 @@
|
||||
#include "BarinkEngine.h"
|
||||
using namespace YoggieEngine;
|
||||
|
||||
Renderer renderer;
|
||||
|
||||
extern EngineStatistics ES;
|
||||
BarinkEngine::Renderer renderer;
|
||||
const unsigned int MS_PER_UPDATE = 2;
|
||||
|
||||
int main(int argc, char* argv[]) {
|
||||
// Setup performance sampler
|
||||
EngineInstrumentation::PerfomanceSamplerInit();
|
||||
|
||||
// Startup services
|
||||
BarinkWindow MainWindow = BarinkWindow(1200, 700);
|
||||
BarinkWindow MainWindow = BarinkWindow(1200, 700);
|
||||
|
||||
renderer = BarinkEngine::Renderer();
|
||||
InputSystem = BarinkEngine::InputManager();
|
||||
renderer = Renderer();
|
||||
InputSystem = InputManager();
|
||||
|
||||
ES = EngineStatistics{};
|
||||
InputSystem.attach(&MainWindow);
|
||||
|
||||
GUIManager GUISystem = GUIManager(&MainWindow);
|
||||
@ -22,7 +23,6 @@ int main(int argc, char* argv[]) {
|
||||
|
||||
// First call to setup game
|
||||
{
|
||||
PerfSampler("Start");
|
||||
Start();
|
||||
}
|
||||
|
||||
@ -43,13 +43,11 @@ int main(int argc, char* argv[]) {
|
||||
|
||||
// Execute main logic
|
||||
{
|
||||
PerfSampler("PollEvents");
|
||||
InputSystem.PollEvents();
|
||||
|
||||
}
|
||||
|
||||
{
|
||||
PerfSampler("Update");
|
||||
while (lag >= MS_PER_UPDATE) {
|
||||
Update();
|
||||
lag -= MS_PER_UPDATE;
|
||||
@ -57,18 +55,15 @@ int main(int argc, char* argv[]) {
|
||||
}
|
||||
|
||||
{
|
||||
PerfSampler("Render");
|
||||
Render();
|
||||
}
|
||||
|
||||
{
|
||||
PerfSampler("GUI-Render");
|
||||
GUISystem.Render();
|
||||
}
|
||||
|
||||
|
||||
{
|
||||
PerfSampler("BufferSwap");
|
||||
MainWindow.SwapBuffers();
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
@ -77,7 +72,6 @@ int main(int argc, char* argv[]) {
|
||||
|
||||
// Shutdown game
|
||||
{
|
||||
PerfSampler("Stop");
|
||||
Stop();
|
||||
}
|
||||
|
||||
@ -86,3 +80,5 @@ int main(int argc, char* argv[]) {
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
|
@ -14,10 +14,9 @@
|
||||
#include "Graphics/Renderer.h"
|
||||
#include "GUI/GUIManager.h"
|
||||
#include "Scene/Scene.h"
|
||||
#include "PerfCounter.h"
|
||||
using namespace YoggieEngine;
|
||||
extern Renderer renderer;
|
||||
|
||||
|
||||
extern BarinkEngine::Renderer renderer;
|
||||
extern void Start();
|
||||
extern void Update();
|
||||
extern void Render();
|
14
YoggieEngine/src/EventSystem/Event.h
Normal file
14
YoggieEngine/src/EventSystem/Event.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
|
||||
namespace YoggieEngine {
|
||||
|
||||
struct Event
|
||||
{
|
||||
public:
|
||||
std::string name;
|
||||
int argc;
|
||||
void** argv;
|
||||
|
||||
};
|
||||
}
|
27
YoggieEngine/src/EventSystem/EventEmitter.cpp
Normal file
27
YoggieEngine/src/EventSystem/EventEmitter.cpp
Normal file
@ -0,0 +1,27 @@
|
||||
#include "EventEmitter.h"
|
||||
|
||||
namespace YoggieEngine {
|
||||
|
||||
void EventEmitter::Subscribe(EventListener& subscriber)
|
||||
{
|
||||
subscribers.push_back(&subscriber);
|
||||
}
|
||||
|
||||
void EventEmitter::Unsubscribe(EventListener& subscriber)
|
||||
{
|
||||
subscribers.remove(&subscriber);
|
||||
}
|
||||
|
||||
void EventEmitter::EmitEvent(Event& incident)
|
||||
{
|
||||
// Notify all subscribers an event has taken place
|
||||
for (auto it = subscribers.begin(); it != subscribers.end(); ++it)
|
||||
{
|
||||
(*it)->ReceiveEvent(incident);
|
||||
}
|
||||
}
|
||||
|
||||
EventEmitter::EventEmitter() {
|
||||
subscribers = std::list<EventListener*>{};
|
||||
}
|
||||
}
|
17
YoggieEngine/src/EventSystem/EventEmitter.h
Normal file
17
YoggieEngine/src/EventSystem/EventEmitter.h
Normal file
@ -0,0 +1,17 @@
|
||||
#pragma once
|
||||
#include "Event.h"
|
||||
#include "EventListener.h"
|
||||
namespace YoggieEngine{
|
||||
class EventEmitter {
|
||||
public:
|
||||
void Subscribe(EventListener& subscriber);
|
||||
void Unsubscribe(EventListener& subscriber);
|
||||
|
||||
protected:
|
||||
std::list<EventListener*> subscribers;
|
||||
void EmitEvent(Event& incident);
|
||||
|
||||
EventEmitter();
|
||||
|
||||
};
|
||||
}
|
13
YoggieEngine/src/EventSystem/EventListener.h
Normal file
13
YoggieEngine/src/EventSystem/EventListener.h
Normal file
@ -0,0 +1,13 @@
|
||||
#pragma once
|
||||
#include <list>
|
||||
#include <iostream>
|
||||
|
||||
#include "spdlog/spdlog.h"
|
||||
#include "Event.h"
|
||||
namespace YoggieEngine {
|
||||
class EventListener {
|
||||
public:
|
||||
virtual void ReceiveEvent(Event& incident) = 0;
|
||||
|
||||
};
|
||||
}
|
65
YoggieEngine/src/GUI/GUIManager.cpp
Normal file
65
YoggieEngine/src/GUI/GUIManager.cpp
Normal file
@ -0,0 +1,65 @@
|
||||
#include "GUIManager.h"
|
||||
#include "imgui.h"
|
||||
#include "backends/imgui_impl_opengl3.h"
|
||||
#include <backends/imgui_impl_glfw.h>
|
||||
#include "../../libs/guizmo/ImGuizmo.h"
|
||||
#include "../BarinkEngine.h"
|
||||
|
||||
namespace YoggieEngine {
|
||||
|
||||
GUIManager::GUIManager(BarinkWindow* window)
|
||||
: currentwindow(window)
|
||||
{
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO();
|
||||
io.ConfigFlags |= ImGuiConfigFlags_::ImGuiConfigFlags_ViewportsEnable;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_::ImGuiConfigFlags_DockingEnable;
|
||||
|
||||
ImGui::StyleColorsDark();
|
||||
|
||||
ImGui_ImplGlfw_InitForOpenGL(currentwindow->windowptr(), true);
|
||||
ImGui_ImplOpenGL3_Init("#version 440");
|
||||
|
||||
|
||||
}
|
||||
|
||||
GUIManager::~GUIManager()
|
||||
{
|
||||
ImGui_ImplOpenGL3_Shutdown();
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
}
|
||||
|
||||
void GUIManager::Render()
|
||||
{
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
|
||||
ImGui::NewFrame();
|
||||
|
||||
ImGuizmo::SetOrthographic(true);
|
||||
ImGuizmo::BeginFrame();
|
||||
|
||||
|
||||
|
||||
ImmediateGraphicsDraw();
|
||||
|
||||
|
||||
|
||||
ImGui::EndFrame();
|
||||
|
||||
|
||||
ImGui::Render();
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
|
||||
{
|
||||
GLFWwindow* last_context = glfwGetCurrentContext();
|
||||
ImGui::UpdatePlatformWindows();
|
||||
ImGui::RenderPlatformWindowsDefault();
|
||||
glfwMakeContextCurrent(last_context);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
14
YoggieEngine/src/GUI/GUIManager.h
Normal file
14
YoggieEngine/src/GUI/GUIManager.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
#include "../Platform/Window.h"
|
||||
|
||||
namespace YoggieEngine {
|
||||
class GUIManager {
|
||||
public:
|
||||
GUIManager(BarinkWindow* window);
|
||||
~GUIManager();
|
||||
void Render();
|
||||
|
||||
private:
|
||||
BarinkWindow* currentwindow;
|
||||
};
|
||||
}
|
49
YoggieEngine/src/Graphics/Memory/Buffer.cpp
Normal file
49
YoggieEngine/src/Graphics/Memory/Buffer.cpp
Normal file
@ -0,0 +1,49 @@
|
||||
#include "Buffer.h"
|
||||
|
||||
namespace YoggieEngine {
|
||||
|
||||
int Buffer::getBufferID() {
|
||||
return id;
|
||||
}
|
||||
|
||||
void Buffer::createBuffer() {
|
||||
glGenBuffers(1, (GLuint*)&id);
|
||||
}
|
||||
|
||||
void Buffer::setBufferData(void* data, size_t dataSize, bool elementBuffer = false) {
|
||||
|
||||
if (elementBuffer) {
|
||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
|
||||
|
||||
}
|
||||
else {
|
||||
glBufferData(GL_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Buffer::Bind(bool elementBuffer = false) {
|
||||
if (elementBuffer) {
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
|
||||
|
||||
}
|
||||
else {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, id);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void Buffer::Unbind(bool elementBuffer = false) {
|
||||
if (elementBuffer) {
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
||||
}
|
||||
else {
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void Buffer::Delete() {
|
||||
glDeleteBuffers(1, (GLuint*)&id);
|
||||
}
|
||||
}
|
24
YoggieEngine/src/Graphics/Memory/Buffer.h
Normal file
24
YoggieEngine/src/Graphics/Memory/Buffer.h
Normal file
@ -0,0 +1,24 @@
|
||||
#pragma once
|
||||
#include <glad/glad.h>
|
||||
|
||||
namespace YoggieEngine {
|
||||
class Buffer {
|
||||
|
||||
public:
|
||||
|
||||
int getBufferID();
|
||||
|
||||
void createBuffer();
|
||||
|
||||
void setBufferData(void* data, size_t dataSize, bool elementBuffer);
|
||||
|
||||
void Bind(bool elementBuffer);
|
||||
void Unbind(bool elementBuffer);
|
||||
|
||||
void Delete();
|
||||
|
||||
private:
|
||||
unsigned int id;
|
||||
|
||||
};
|
||||
}
|
72
YoggieEngine/src/Graphics/Memory/FrameBuffer.cpp
Normal file
72
YoggieEngine/src/Graphics/Memory/FrameBuffer.cpp
Normal file
@ -0,0 +1,72 @@
|
||||
#include "Framebuffer.h"
|
||||
#include <iostream>
|
||||
namespace YoggieEngine {
|
||||
Framebuffer::Framebuffer()
|
||||
{
|
||||
glGenFramebuffers(1, &Id);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, Id);
|
||||
|
||||
// Create a colour texture!
|
||||
glGenTextures(1, &ColourAttachment);
|
||||
glBindTexture(GL_TEXTURE_2D, ColourAttachment);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 800, 600, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ColourAttachment, 0);
|
||||
|
||||
|
||||
|
||||
// Create a depth buffer
|
||||
glGenTextures(1, &DepthAttachment);
|
||||
glBindTexture(GL_TEXTURE_2D, DepthAttachment);
|
||||
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 800, 600, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, DepthAttachment, 0);
|
||||
|
||||
|
||||
/*
|
||||
* // Render buffer
|
||||
glGenRenderbuffers(1, &DepthAttachment);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, DepthAttachment);
|
||||
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600);
|
||||
|
||||
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
|
||||
glFramebufferRenderbuffer(GL_RENDERBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, DepthAttachment);
|
||||
|
||||
*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
if (!glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
std::cout << "Framebuffer is incomplete!" << std::endl;
|
||||
}
|
||||
else {
|
||||
std::cout << "Framebuffer is complete!" << std::endl;
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
|
||||
}
|
||||
|
||||
Framebuffer::~Framebuffer()
|
||||
{
|
||||
glDeleteTextures(1, &ColourAttachment);
|
||||
glDeleteRenderbuffers(1, &DepthAttachment);
|
||||
glDeleteFramebuffers(1, &Id);
|
||||
}
|
||||
}
|
23
YoggieEngine/src/Graphics/Memory/Framebuffer.h
Normal file
23
YoggieEngine/src/Graphics/Memory/Framebuffer.h
Normal file
@ -0,0 +1,23 @@
|
||||
#pragma once
|
||||
#include <glad/glad.h>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
namespace YoggieEngine {
|
||||
class Framebuffer {
|
||||
|
||||
public:
|
||||
Framebuffer();
|
||||
~Framebuffer();
|
||||
|
||||
GLuint GetId() { return Id; }
|
||||
GLuint GetColourAttachment() { return ColourAttachment; }
|
||||
GLuint GetDepthAttachment() { return DepthAttachment; }
|
||||
|
||||
private:
|
||||
GLuint Id = 0;
|
||||
GLuint ColourAttachment = 0;
|
||||
GLuint DepthAttachment = 0;
|
||||
|
||||
|
||||
};
|
||||
}
|
33
YoggieEngine/src/Graphics/Memory/UniformBuffer.cpp
Normal file
33
YoggieEngine/src/Graphics/Memory/UniformBuffer.cpp
Normal file
@ -0,0 +1,33 @@
|
||||
#include "UniformBuffer.h"
|
||||
#include <glad/glad.h>
|
||||
|
||||
namespace YoggieEngine {
|
||||
UniformBuffer::UniformBuffer(unsigned int size)
|
||||
{
|
||||
glGenBuffers(1, &Id);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, Id);
|
||||
glBufferData(GL_ARRAY_BUFFER, size, nullptr, GL_DYNAMIC_DRAW);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
UniformBuffer::~UniformBuffer()
|
||||
{
|
||||
glDeleteBuffers(1, &Id);
|
||||
}
|
||||
|
||||
|
||||
void UniformBuffer::setData(unsigned int offset, unsigned int size, void* data)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, Id);
|
||||
glBufferSubData(GL_ARRAY_BUFFER, offset, size, data);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
void UniformBuffer::setDescriptor(unsigned int index, unsigned int size, unsigned int stride, void* pointer)
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, Id);
|
||||
glVertexAttribPointer(index, size, GL_FLOAT, GL_FALSE, stride, pointer);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
}
|
17
YoggieEngine/src/Graphics/Memory/UniformBuffer.h
Normal file
17
YoggieEngine/src/Graphics/Memory/UniformBuffer.h
Normal file
@ -0,0 +1,17 @@
|
||||
#pragma once
|
||||
|
||||
namespace YoggieEngine {
|
||||
class UniformBuffer {
|
||||
public:
|
||||
|
||||
UniformBuffer(unsigned int size);
|
||||
~UniformBuffer();
|
||||
void setData(unsigned int offset, unsigned int size, void* data);
|
||||
void setDescriptor(unsigned int index, unsigned int size, unsigned int stride, void* pointer);
|
||||
|
||||
|
||||
private:
|
||||
unsigned int Id;
|
||||
|
||||
};
|
||||
}
|
25
YoggieEngine/src/Graphics/Memory/VertexArray.cpp
Normal file
25
YoggieEngine/src/Graphics/Memory/VertexArray.cpp
Normal file
@ -0,0 +1,25 @@
|
||||
#include "VertexArray.h"
|
||||
#include <glad/glad.h>
|
||||
namespace YoggieEngine {
|
||||
void VertexArray::Create() {
|
||||
glGenVertexArrays(1, &id);
|
||||
}
|
||||
|
||||
void VertexArray::Bind() {
|
||||
glBindVertexArray(id);
|
||||
}
|
||||
|
||||
void VertexArray::Unbind() {
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void VertexArray::Delete() {
|
||||
glDeleteVertexArrays(1, &id);
|
||||
}
|
||||
|
||||
|
||||
void VertexArray::AttachAttribute(unsigned int index, int size, int stride) {
|
||||
glVertexAttribPointer(index, size, GL_FLOAT, GL_FALSE, stride, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
}
|
||||
}
|
22
YoggieEngine/src/Graphics/Memory/VertexArray.h
Normal file
22
YoggieEngine/src/Graphics/Memory/VertexArray.h
Normal file
@ -0,0 +1,22 @@
|
||||
#pragma once
|
||||
|
||||
namespace YoggieEngine {
|
||||
class VertexArray {
|
||||
private:
|
||||
unsigned int id;
|
||||
|
||||
|
||||
public:
|
||||
void Create();
|
||||
void Bind();
|
||||
void Unbind();
|
||||
|
||||
unsigned int getID() { return id; }
|
||||
|
||||
void Delete();
|
||||
|
||||
void AttachAttribute(unsigned int index, int size, int stride);
|
||||
|
||||
|
||||
};
|
||||
}
|
23
YoggieEngine/src/Graphics/Primitives/Camera.cpp
Normal file
23
YoggieEngine/src/Graphics/Primitives/Camera.cpp
Normal file
@ -0,0 +1,23 @@
|
||||
#include "Camera.h"
|
||||
namespace YoggieEngine {
|
||||
Camera::Camera(glm::vec3 position, glm::vec3 rotation, float zoom)
|
||||
: Position(position), Rotation(rotation), Zoom(zoom) {
|
||||
|
||||
Front = glm::vec3(-1.0f, 0.0f, 0.0f);
|
||||
Right = glm::vec3(0.0f, 0.0f, 1.0f);
|
||||
Up = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
|
||||
}
|
||||
|
||||
Camera::~Camera() {
|
||||
|
||||
}
|
||||
|
||||
glm::mat4 Camera::GetViewMatrix() {
|
||||
return glm::lookAt(
|
||||
Position,
|
||||
Position + Front,
|
||||
Up
|
||||
);
|
||||
}
|
||||
}
|
24
YoggieEngine/src/Graphics/Primitives/Camera.h
Normal file
24
YoggieEngine/src/Graphics/Primitives/Camera.h
Normal file
@ -0,0 +1,24 @@
|
||||
#pragma once
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
namespace YoggieEngine {
|
||||
class Camera {
|
||||
public:
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Rotation;
|
||||
float Zoom;
|
||||
|
||||
Camera(glm::vec3 position, glm::vec3 rotation, float zoom);
|
||||
~Camera();
|
||||
|
||||
glm::mat4 GetViewMatrix();
|
||||
|
||||
|
||||
private:
|
||||
glm::vec3 Front;
|
||||
glm::vec3 Right;
|
||||
glm::vec3 Up;
|
||||
|
||||
};
|
||||
}
|
14
YoggieEngine/src/Graphics/Primitives/Material.cpp
Normal file
14
YoggieEngine/src/Graphics/Primitives/Material.cpp
Normal file
@ -0,0 +1,14 @@
|
||||
#include "Material.h"
|
||||
|
||||
namespace YoggieEngine {
|
||||
|
||||
Material::Material(const Shader& shader) :
|
||||
shader(shader) {
|
||||
}
|
||||
|
||||
void Material::Apply() const {
|
||||
|
||||
shader.Use();
|
||||
shader.setUniformVec3("Color", Color);
|
||||
}
|
||||
}
|
16
YoggieEngine/src/Graphics/Primitives/Material.h
Normal file
16
YoggieEngine/src/Graphics/Primitives/Material.h
Normal file
@ -0,0 +1,16 @@
|
||||
#pragma once
|
||||
#include <glm/glm.hpp>
|
||||
#include <string>
|
||||
#include "Shader.h"
|
||||
|
||||
namespace YoggieEngine {
|
||||
class Material {
|
||||
public:
|
||||
Material(const Shader& shader);
|
||||
|
||||
void Apply()const;
|
||||
glm::vec3 Color;
|
||||
const Shader& shader;
|
||||
|
||||
};
|
||||
}
|
@ -3,7 +3,7 @@
|
||||
#include <glm/glm.hpp>
|
||||
#include "Vertex.h"
|
||||
|
||||
namespace BarinkEngine {
|
||||
namespace YoggieEngine {
|
||||
struct Mesh {
|
||||
std::vector<Vertex> vertices;
|
||||
std::vector<unsigned int> elements;
|
130
YoggieEngine/src/Graphics/Primitives/Shader.cpp
Normal file
130
YoggieEngine/src/Graphics/Primitives/Shader.cpp
Normal file
@ -0,0 +1,130 @@
|
||||
#include "Shader.h"
|
||||
#include "spdlog/spdlog.h"
|
||||
namespace YoggieEngine {
|
||||
Shader::Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath)
|
||||
{
|
||||
char infoLog[512];
|
||||
int succes;
|
||||
|
||||
char* vertexCode = readFile(vertexShaderPath.c_str());
|
||||
//spdlog::info(vertexCode);
|
||||
unsigned int vertId = glCreateShader(GL_VERTEX_SHADER);
|
||||
|
||||
glShaderSource(vertId, 1, &vertexCode, NULL);
|
||||
glCompileShader(vertId);
|
||||
|
||||
glGetShaderiv(vertId, GL_COMPILE_STATUS, &succes);
|
||||
if (!succes) {
|
||||
glGetShaderInfoLog(vertId, 512, NULL, infoLog);
|
||||
spdlog::error("Vertex shader has compile error {}", infoLog);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
char* fragmentCode = readFile(fragmentShaderPath.c_str());
|
||||
//spdlog::info(fragmentCode);
|
||||
unsigned int fragId = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
|
||||
|
||||
|
||||
glShaderSource(fragId, 1, &fragmentCode, NULL);
|
||||
glCompileShader(fragId);
|
||||
|
||||
|
||||
glGetShaderiv(fragId, GL_COMPILE_STATUS, &succes);
|
||||
if (!succes) {
|
||||
glGetShaderInfoLog(fragId, 512, NULL, infoLog);
|
||||
spdlog::error("Fragment shader has compile error {}", infoLog);
|
||||
return;
|
||||
}
|
||||
|
||||
id = glCreateProgram();
|
||||
|
||||
glAttachShader(id, vertId);
|
||||
glAttachShader(id, fragId);
|
||||
glLinkProgram(id);
|
||||
|
||||
|
||||
int success;
|
||||
glGetProgramiv(id, GL_LINK_STATUS, &success);
|
||||
if (!success) {
|
||||
glGetProgramInfoLog(id, 512, NULL, infoLog);
|
||||
printf("ERROR::SHADER_PROGRAM::LINKING_FAILED\n %s", infoLog);
|
||||
}
|
||||
|
||||
|
||||
delete vertexCode;
|
||||
delete fragmentCode;
|
||||
|
||||
|
||||
}
|
||||
|
||||
char* Shader::readFile(const char* filePath) {
|
||||
|
||||
spdlog::info("Opening {} ", filePath);
|
||||
|
||||
|
||||
std::ifstream file;
|
||||
file.open(filePath);
|
||||
|
||||
if (file.is_open() == false) {
|
||||
spdlog::info("File not found.");
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
|
||||
// Determine the file size!
|
||||
file.seekg(0, std::ios::end);
|
||||
size_t filesize = file.tellg();
|
||||
|
||||
// Undo previous seek.
|
||||
file.seekg(0, std::ios::beg);
|
||||
//spdlog::info("filesize: {}", filesize);
|
||||
|
||||
|
||||
// Create a big enough buffer for the file
|
||||
|
||||
size_t bufferSize = filesize + 3;
|
||||
char* FileBuffer = new char[bufferSize];
|
||||
|
||||
memset(FileBuffer, '\0', bufferSize);
|
||||
|
||||
// read the whole file
|
||||
file.read(FileBuffer, filesize);
|
||||
|
||||
return FileBuffer;
|
||||
}
|
||||
|
||||
void Shader::Use() const
|
||||
{
|
||||
glUseProgram(id);
|
||||
}
|
||||
|
||||
|
||||
void Shader::setUniformMat4(std::string uniformName, glm::mat4 matrix4) const
|
||||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(id, uniformName.c_str()), 1, GL_FALSE, glm::value_ptr(matrix4));
|
||||
}
|
||||
void Shader::setUniformVec4(std::string uniformName, glm::vec4 vector4) const
|
||||
{
|
||||
glUniform4fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector4));
|
||||
}
|
||||
void Shader::setUniformVec3(std::string uniformName, glm::vec3 vector3) const
|
||||
{
|
||||
glUniform3fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector3));
|
||||
}
|
||||
void Shader::setUniformVec2(std::string uniformName, glm::vec2 vector2) const
|
||||
{
|
||||
glUniform2fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector2));
|
||||
}
|
||||
|
||||
void Shader::setUniformFloat(std::string uniformName, float value) const
|
||||
{
|
||||
glUniform1f(glGetUniformLocation(id, uniformName.c_str()), value);
|
||||
}
|
||||
|
||||
void Shader::setUniformInt(std::string uniformName, int value) const
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(id, uniformName.c_str()), value);
|
||||
}
|
||||
}
|
@ -7,11 +7,11 @@
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
|
||||
class Shader {
|
||||
namespace YoggieEngine {
|
||||
class Shader {
|
||||
private:
|
||||
|
||||
char* readFile (const char* filePath);
|
||||
char* readFile(const char* filePath);
|
||||
public:
|
||||
Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath);
|
||||
void Use() const;
|
||||
@ -20,8 +20,9 @@ class Shader {
|
||||
void setUniformVec3(std::string uniformName, glm::vec3 vector3)const;
|
||||
void setUniformVec2(std::string uniformName, glm::vec2 vector2)const;
|
||||
void setUniformFloat(std::string uniformName, float value)const;
|
||||
void setUniformInt(std::string uniformName, int value) const ;
|
||||
void setUniformInt(std::string uniformName, int value) const;
|
||||
|
||||
int id;
|
||||
|
||||
};
|
||||
};
|
||||
}
|
42
YoggieEngine/src/Graphics/Primitives/Texture.cpp
Normal file
42
YoggieEngine/src/Graphics/Primitives/Texture.cpp
Normal file
@ -0,0 +1,42 @@
|
||||
#include "Texture.h"
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "../stb_image.h"
|
||||
#include <iostream>
|
||||
|
||||
namespace YoggieEngine {
|
||||
Texture::Texture(const std::string texturePath) {
|
||||
|
||||
int width, height, channels;
|
||||
unsigned char* data = stbi_load(texturePath.c_str(), &width, &height, &channels, 0);
|
||||
std::cout << channels << std::endl;
|
||||
|
||||
if (data) {
|
||||
glGenTextures(1, &Id);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, Id);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
}
|
||||
else {
|
||||
spdlog::error("Failed to load image (%s)", texturePath);
|
||||
}
|
||||
stbi_image_free(data);
|
||||
|
||||
}
|
||||
|
||||
void Texture::Bind() {
|
||||
glBindTexture(GL_TEXTURE_2D, Id);
|
||||
}
|
||||
|
||||
void Texture::Unbind() {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
||||
}
|
16
YoggieEngine/src/Graphics/Primitives/Texture.h
Normal file
16
YoggieEngine/src/Graphics/Primitives/Texture.h
Normal file
@ -0,0 +1,16 @@
|
||||
#pragma once
|
||||
#include <spdlog/spdlog.h>
|
||||
#include <string>
|
||||
|
||||
namespace YoggieEngine {
|
||||
class Texture {
|
||||
public:
|
||||
Texture(const std::string texturePath);
|
||||
|
||||
void Bind();
|
||||
void Unbind();
|
||||
|
||||
private:
|
||||
unsigned int Id;
|
||||
};
|
||||
}
|
@ -1,7 +1,7 @@
|
||||
#pragma once
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
namespace BarinkEngine {
|
||||
namespace YoggieEngine {
|
||||
struct Vertex {
|
||||
glm::vec3 vertices;
|
||||
glm::vec2 uv;
|
47
YoggieEngine/src/Graphics/RenderSurface.cpp
Normal file
47
YoggieEngine/src/Graphics/RenderSurface.cpp
Normal file
@ -0,0 +1,47 @@
|
||||
#include "RenderSurface.h";
|
||||
namespace YoggieEngine {
|
||||
RenderSurface::RenderSurface() {
|
||||
shader = new Shader("build/SandboxAppliction/Debug/renderSuface.vs", "build/SandboxApplication/Debug/renderSurface.fs");
|
||||
|
||||
|
||||
|
||||
verts = std::vector<glm::vec3>{
|
||||
{-0.5f, 0.5f, 0.0f}, // 0
|
||||
{-0.5f, -0.5f, 0.0f}, // 1
|
||||
{0.5f, -0.5f, 0.0f}, // 2
|
||||
{0.5f, 0.5f, 0.0f}, // 3
|
||||
};
|
||||
|
||||
indices = std::vector<unsigned int>{
|
||||
0,2,1,
|
||||
0,3,2
|
||||
};
|
||||
|
||||
VAO.Create();
|
||||
VAO.Bind();
|
||||
|
||||
vertexBuffer.createBuffer();
|
||||
vertexBuffer.Bind(false);
|
||||
vertexBuffer.setBufferData(&verts[0], verts.size() * sizeof(glm::vec3), false);
|
||||
|
||||
elementBuffer.createBuffer();
|
||||
elementBuffer.Bind(true);
|
||||
elementBuffer.setBufferData(&indices[0], indices.size() * sizeof(unsigned int), true);
|
||||
|
||||
VAO.AttachAttribute(0, 3, 0);
|
||||
|
||||
vertexBuffer.Unbind(false);
|
||||
VAO.Unbind();
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
RenderSurface::~RenderSurface() {
|
||||
delete shader;
|
||||
}
|
||||
|
||||
void RenderSurface::Draw() {
|
||||
|
||||
}
|
||||
}
|
33
YoggieEngine/src/Graphics/RenderSurface.h
Normal file
33
YoggieEngine/src/Graphics/RenderSurface.h
Normal file
@ -0,0 +1,33 @@
|
||||
#pragma once
|
||||
#include "../BarinkEngine.h"
|
||||
#include "../Graphics/Memory/Buffer.h"
|
||||
#include "../Graphics/Memory/VertexArray.h"
|
||||
#include <vector>
|
||||
|
||||
namespace YoggieEngine {
|
||||
|
||||
class RenderSurface
|
||||
{
|
||||
public:
|
||||
RenderSurface();
|
||||
~RenderSurface();
|
||||
|
||||
void Draw();
|
||||
|
||||
private:
|
||||
// would normally be a material
|
||||
// however rendersurface is special and
|
||||
// thus does not contain a material
|
||||
Shader* shader;
|
||||
|
||||
// Basically a mesh
|
||||
std::vector<glm::vec3> verts;
|
||||
std::vector<unsigned int > indices;
|
||||
|
||||
Buffer vertexBuffer;
|
||||
Buffer elementBuffer;
|
||||
|
||||
VertexArray VAO;
|
||||
};
|
||||
|
||||
}
|
@ -4,10 +4,10 @@
|
||||
#include "Primitives/Texture.h"
|
||||
#include "../Scene/Scene.h"
|
||||
|
||||
namespace BarinkEngine {
|
||||
namespace YoggieEngine {
|
||||
|
||||
struct Renderable {
|
||||
BarinkEngine::Mesh* mesh;
|
||||
Mesh* mesh;
|
||||
Material* material;
|
||||
Texture* texture;
|
||||
};
|
@ -4,17 +4,19 @@
|
||||
#include "../Graphics/Memory/Buffer.h"
|
||||
#include <glad/glad.h>
|
||||
#include <glm/gtc/type_precision.hpp>
|
||||
|
||||
namespace YoggieEngine {
|
||||
float Angle = 0.0;
|
||||
Camera cam = Camera(glm::vec3(12.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
|
||||
glm::mat4 projection = glm::perspective(glm::radians(cam.Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
|
||||
|
||||
BarinkEngine::Renderer::Renderer(){}
|
||||
Renderer::Renderer(){}
|
||||
|
||||
BarinkEngine::Renderer::~Renderer(){}
|
||||
Renderer::~Renderer(){}
|
||||
|
||||
void BarinkEngine::Renderer::Prepare(Scene& scene ) {
|
||||
auto group = scene.getReg().view<BarinkEngine::Render3DComponent>();
|
||||
group.each([](auto enity, BarinkEngine::Render3DComponent& renderComponent) {
|
||||
void Renderer::Prepare(Scene& scene ) {
|
||||
auto group = scene.getReg().view<Render3DComponent>();
|
||||
group.each([](auto enity, Render3DComponent& renderComponent) {
|
||||
VertexArray va = VertexArray();
|
||||
Buffer vertexBuffer = Buffer();
|
||||
Buffer elementBuffer = Buffer();
|
||||
@ -24,15 +26,15 @@ void BarinkEngine::Renderer::Prepare(Scene& scene ) {
|
||||
|
||||
vertexBuffer.createBuffer();
|
||||
vertexBuffer.Bind(false);
|
||||
vertexBuffer.setBufferData((void*)&renderComponent.mesh.vertices[0], renderComponent.mesh.vertices.size() * sizeof(BarinkEngine::Vertex), false);
|
||||
vertexBuffer.setBufferData((void*)&renderComponent.mesh.vertices[0], renderComponent.mesh.vertices.size() * sizeof(Vertex), false);
|
||||
|
||||
elementBuffer.createBuffer();
|
||||
elementBuffer.Bind(true);
|
||||
elementBuffer.setBufferData((void*)&renderComponent.mesh.elements[0], renderComponent.mesh.elements.size() * sizeof(unsigned int), true);
|
||||
|
||||
va.AttachAttribute(0, 3, sizeof(BarinkEngine::Vertex));
|
||||
va.AttachAttribute(0, 3, sizeof(Vertex));
|
||||
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex), (void*)0);
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
@ -47,7 +49,7 @@ void BarinkEngine::Renderer::Prepare(Scene& scene ) {
|
||||
|
||||
|
||||
|
||||
void BarinkEngine::Renderer::Render(Scene& scene)
|
||||
void Renderer::Render(Scene& scene)
|
||||
{
|
||||
auto group = scene.getReg().view<TransformComponent, Render3DComponent>();
|
||||
group.each([&](auto entity , TransformComponent& trans, Render3DComponent& renderComponent)
|
||||
@ -86,7 +88,7 @@ void BarinkEngine::Renderer::Render(Scene& scene)
|
||||
|
||||
}
|
||||
|
||||
void BarinkEngine::Renderer::Render(Framebuffer& framebuffer, Scene& scene)
|
||||
void Renderer::Render(Framebuffer& framebuffer, Scene& scene)
|
||||
{
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.GetId());
|
||||
@ -100,3 +102,4 @@ void BarinkEngine::Renderer::Render(Framebuffer& framebuffer, Scene& scene)
|
||||
|
||||
|
||||
|
||||
}
|
@ -12,7 +12,7 @@
|
||||
#include "Memory/Framebuffer.h"
|
||||
#include "../Scene/Components.h"
|
||||
|
||||
namespace BarinkEngine {
|
||||
namespace YoggieEngine {
|
||||
|
||||
class Renderer {
|
||||
public:
|
119
YoggieEngine/src/Input/InputManager.cpp
Normal file
119
YoggieEngine/src/Input/InputManager.cpp
Normal file
@ -0,0 +1,119 @@
|
||||
#include "InputManager.h"
|
||||
namespace YoggieEngine {
|
||||
InputManager InputSystem;
|
||||
|
||||
void InputManager::PollEvents()
|
||||
{
|
||||
for (auto it = windows.begin(); it != windows.end(); ++it) {
|
||||
auto window = *it;
|
||||
window->Poll();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void InputManager::KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
|
||||
Event KeyEvent{};
|
||||
KeyEvent.name = "KEY";
|
||||
|
||||
InputSystem.EmitEvent(KeyEvent);
|
||||
|
||||
|
||||
if (key == GLFW_KEY_A && action == GLFW_PRESS)
|
||||
{
|
||||
|
||||
std::cout << "'a' key was pressed" << std::endl;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void InputManager::CursorPositionCallback(GLFWwindow* window, double x, double y)
|
||||
{
|
||||
//std::cout << "Cursor Position x: " << x << ", y: " << y << std::endl;
|
||||
Event CursorPosUpdate{};
|
||||
CursorPosUpdate.name = "UPDATE::CURSOR:POSITION";
|
||||
|
||||
InputSystem.EmitEvent(CursorPosUpdate);
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void InputManager::CursorEnterCallback(GLFWwindow* window, int entered)
|
||||
{
|
||||
if (entered) {
|
||||
Event mouseEntered {};
|
||||
mouseEntered.name = "Mouse Entered Window's confines!";
|
||||
mouseEntered.argc = 0;
|
||||
|
||||
InputSystem.EmitEvent(mouseEntered);
|
||||
|
||||
|
||||
|
||||
}
|
||||
else {
|
||||
Event mouseLeft{};
|
||||
mouseLeft.name = "Mouse Left Window's confines!";
|
||||
mouseLeft.argc = 0;
|
||||
|
||||
InputSystem.EmitEvent(mouseLeft);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void InputManager::MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
||||
{
|
||||
|
||||
Event MouseButtonEvent{};
|
||||
MouseButtonEvent.name = "MOUSEBUTTON";
|
||||
|
||||
InputSystem.EmitEvent(MouseButtonEvent);
|
||||
|
||||
|
||||
if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS) {
|
||||
std::cout << "Right mouse button was pressed!" << std::endl;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void InputManager::ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
std::cout << "Scroll: x: " << xoffset << ", y: " << yoffset << std::endl;
|
||||
|
||||
Event ScrollEvent{};
|
||||
ScrollEvent.name = "SCROLL";
|
||||
|
||||
InputSystem.EmitEvent(ScrollEvent);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
void InputManager::attach(BarinkWindow* window)
|
||||
{
|
||||
|
||||
windows.push_back(window);
|
||||
|
||||
// Attach callbacks
|
||||
glfwSetKeyCallback(window->windowptr(), KeyCallback);
|
||||
glfwSetCursorPosCallback(window->windowptr(), CursorPositionCallback);
|
||||
glfwSetCursorEnterCallback(window->windowptr(), CursorEnterCallback);
|
||||
glfwSetMouseButtonCallback(window->windowptr(), MouseButtonCallback);
|
||||
glfwSetScrollCallback(window->windowptr(), ScrollCallback);
|
||||
|
||||
this->Subscribe( (EventListener&)(*window));
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
InputManager::InputManager() : EventEmitter ()
|
||||
{
|
||||
windows = std::vector<BarinkWindow*>();
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -7,7 +7,7 @@
|
||||
#include "../EventSystem/EventListener.h"
|
||||
#include "../Platform/Window.h"
|
||||
|
||||
namespace BarinkEngine {
|
||||
namespace YoggieEngine {
|
||||
|
||||
class InputManager : EventEmitter {
|
||||
public:
|
||||
@ -26,6 +26,5 @@ namespace BarinkEngine {
|
||||
std::vector<BarinkWindow*> windows;
|
||||
|
||||
};
|
||||
extern InputManager InputSystem;
|
||||
}
|
||||
|
||||
extern BarinkEngine::InputManager InputSystem;
|
70
YoggieEngine/src/PerfCounter.cpp
Normal file
70
YoggieEngine/src/PerfCounter.cpp
Normal file
@ -0,0 +1,70 @@
|
||||
#include "PerfCounter.h"
|
||||
#include <imgui.h>
|
||||
#include <iostream>
|
||||
namespace YoggieEngine {
|
||||
uint64_t EngineInstrumentation::GetPrecisionTime() {
|
||||
using namespace std::chrono; // REMINDER: This is kinda ugly but safes line width
|
||||
return duration_cast<milliseconds>(high_resolution_clock::now().time_since_epoch()).count();
|
||||
}
|
||||
|
||||
void EngineInstrumentation::PerfomanceSamplerInit() {
|
||||
//ES.frames = 0;
|
||||
//EngineInstrumentation::lastSampleTime = GetPrecisionTime();
|
||||
}
|
||||
|
||||
|
||||
|
||||
void EngineInstrumentation::Update() {
|
||||
/*
|
||||
uint64_t MilliSecondsPast = GetPrecisionTime() - EngineInstrumentation::lastSampleTime;
|
||||
|
||||
if (MilliSecondsPast >= 1000) {
|
||||
|
||||
ES.frameTime = (float)1000 / ES.frames;
|
||||
ES.FPS = ES.frames;
|
||||
ES.frames = 0;
|
||||
//EngineInstrumentation::lastSampleTime = GetPrecisionTime();
|
||||
}
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
void EngineInstrumentation::ShowStats() {
|
||||
ImGui::Begin("Statistics", false, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize);
|
||||
|
||||
ImGui::Text("Currently not available");
|
||||
/* ImGui::Text("FPS: %i", ES.FPS);
|
||||
ImGui::Text("Frame Time: %f", ES.frameTime);
|
||||
ImGui::Text("Verts: %i", ES.verts);
|
||||
ImGui::Text("Draw Calls: %i", ES.DC);
|
||||
*/
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
||||
PerfSampler::PerfSampler(const std::string& name)
|
||||
: name(name)
|
||||
{
|
||||
using namespace std::chrono;
|
||||
startTime = high_resolution_clock::now();
|
||||
|
||||
}
|
||||
|
||||
PerfSampler::~PerfSampler()
|
||||
{
|
||||
Stop();
|
||||
}
|
||||
|
||||
void PerfSampler::Stop()
|
||||
{
|
||||
using namespace std::chrono;
|
||||
auto end = high_resolution_clock::now();
|
||||
auto durationInuSeconds =
|
||||
duration_cast<nanoseconds>(end.time_since_epoch()).count() -
|
||||
duration_cast<nanoseconds>(startTime.time_since_epoch()).count();
|
||||
|
||||
auto ms = durationInuSeconds * 0.001f;
|
||||
|
||||
// std::cout << "[" << name << "]" << "Took: " << durationInuSeconds << " us (" << ms << " ms)" << std::endl;
|
||||
}
|
||||
}
|
41
YoggieEngine/src/PerfCounter.h
Normal file
41
YoggieEngine/src/PerfCounter.h
Normal file
@ -0,0 +1,41 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <chrono>
|
||||
|
||||
namespace YoggieEngine {
|
||||
struct EngineStatistics {
|
||||
float frameTime;
|
||||
uint32_t verts;
|
||||
uint32_t DC;
|
||||
|
||||
int64_t frames;
|
||||
int64_t FPS;
|
||||
|
||||
};
|
||||
|
||||
class EngineInstrumentation {
|
||||
public:
|
||||
|
||||
//static int64_t lastSampleTime;
|
||||
|
||||
static uint64_t GetPrecisionTime();
|
||||
static void PerfomanceSamplerInit();
|
||||
|
||||
static void Update();
|
||||
static void ShowStats();
|
||||
|
||||
};
|
||||
|
||||
class PerfSampler {
|
||||
public:
|
||||
|
||||
PerfSampler(const std::string& name);
|
||||
~PerfSampler();
|
||||
void Stop();
|
||||
private:
|
||||
const std::string& name;
|
||||
std::chrono::time_point<std::chrono::high_resolution_clock> startTime;
|
||||
};
|
||||
|
||||
}
|
88
YoggieEngine/src/Platform/Window.cpp
Normal file
88
YoggieEngine/src/Platform/Window.cpp
Normal file
@ -0,0 +1,88 @@
|
||||
#include "Window.h"
|
||||
namespace YoggieEngine {
|
||||
bool BarinkWindow::InitGLFW() {
|
||||
if (!glfwInit())
|
||||
{
|
||||
spdlog::error("Failed to initialise GLFW!");
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
BarinkWindow::BarinkWindow(const int width, const int height) :
|
||||
Width(width), Height(height), FullScreen(false)
|
||||
{
|
||||
if (InitGLFW() == false) {
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
glfwWindowHint(GLFW_DOUBLEBUFFER, GLFW_TRUE);
|
||||
glfwWindowHint(GLFW_FOCUS_ON_SHOW, GLFW_TRUE);
|
||||
// No window decorations such as a border, a close widget
|
||||
// glfwWindowHint(GLFW_DECORATED, GLFW_FALSE);
|
||||
// glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE);
|
||||
// Disable resizing the window
|
||||
//glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
|
||||
|
||||
|
||||
window = glfwCreateWindow(Width, Height, "BarinkEngine", NULL, NULL);
|
||||
|
||||
if (!window)
|
||||
{
|
||||
spdlog::error("GLFW failed to create window!");
|
||||
glfwTerminate();
|
||||
return;
|
||||
}
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
||||
printf("Failed to initialize GLAD!\n");
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
// Set vsync off !!
|
||||
glfwSwapInterval(0);
|
||||
|
||||
VulkanSupported = glfwVulkanSupported();
|
||||
|
||||
glfwGetFramebufferSize(window, &Width, &Height);
|
||||
glViewport(0, 0, Width, Height);
|
||||
|
||||
|
||||
|
||||
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
|
||||
|
||||
}
|
||||
|
||||
BarinkWindow::~BarinkWindow() {
|
||||
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
GLFWwindow* BarinkWindow::windowptr()
|
||||
{
|
||||
return window;
|
||||
}
|
||||
|
||||
bool BarinkWindow::WindowShouldClose() {
|
||||
return glfwWindowShouldClose(window);
|
||||
}
|
||||
|
||||
void BarinkWindow::Poll()
|
||||
{
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
void BarinkWindow::SwapBuffers()
|
||||
{
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
void BarinkWindow::ReceiveEvent(Event& incident)
|
||||
{
|
||||
//std::cout << "EVENT RECEIVED: " << incident.name << std::endl;
|
||||
}
|
||||
|
||||
|
||||
}
|
@ -11,8 +11,8 @@
|
||||
|
||||
#include "../EventSystem/Event.h"
|
||||
#include "../EventSystem/EventListener.h"
|
||||
|
||||
class BarinkWindow : EventListener {
|
||||
namespace YoggieEngine {
|
||||
class BarinkWindow : EventListener {
|
||||
private:
|
||||
GLFWwindow* window;
|
||||
bool FullScreen;
|
||||
@ -27,11 +27,12 @@ class BarinkWindow : EventListener {
|
||||
|
||||
GLFWwindow* windowptr();
|
||||
|
||||
void ReceiveEvent(Event& incident) override ;
|
||||
void ReceiveEvent(Event& incident) override;
|
||||
bool WindowShouldClose();
|
||||
|
||||
void Poll();
|
||||
void SwapBuffers();
|
||||
|
||||
|
||||
};
|
||||
};
|
||||
}
|
@ -2,7 +2,7 @@
|
||||
#include <glm/glm.hpp>
|
||||
#include "../Graphics/Primitives/Shader.h"
|
||||
#include "../Graphics/Primitives/Mesh.h"
|
||||
namespace BarinkEngine {
|
||||
namespace YoggieEngine {
|
||||
struct IdentifierComponent {
|
||||
std::string name;
|
||||
};
|
10
YoggieEngine/src/Scene/Entity.cpp
Normal file
10
YoggieEngine/src/Scene/Entity.cpp
Normal file
@ -0,0 +1,10 @@
|
||||
#include "Entity.h"
|
||||
|
||||
namespace YoggieEngine {
|
||||
Entity::Entity(entt::entity e, Scene* scene)
|
||||
: m_entity(e), m_scene(scene)
|
||||
{
|
||||
}
|
||||
|
||||
}
|
||||
|
40
YoggieEngine/src/Scene/Entity.h
Normal file
40
YoggieEngine/src/Scene/Entity.h
Normal file
@ -0,0 +1,40 @@
|
||||
#pragma once
|
||||
#include <entt/entt.hpp>
|
||||
namespace YoggieEngine {
|
||||
class Scene;
|
||||
class Entity {
|
||||
public:
|
||||
Entity() = default;
|
||||
Entity(entt::entity e, Scene* scene);
|
||||
Entity(const Entity& other) = default;
|
||||
|
||||
template<class T >
|
||||
T& AddComponent() {
|
||||
return m_scene->m_registry.emplace<T>(m_entity);
|
||||
}
|
||||
|
||||
template<class T>
|
||||
T& GetComponent() {
|
||||
return m_scene->m_registry.get<T>(m_entity);
|
||||
}
|
||||
|
||||
|
||||
template<class T>
|
||||
bool HasComponent() {
|
||||
return m_scene->getReg().all_of<T>(m_entity);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// NOTE: Not Scene context aware!!
|
||||
bool operator== (Entity& other) {
|
||||
return m_entity == other.m_entity;
|
||||
}
|
||||
|
||||
private:
|
||||
entt::entity m_entity;
|
||||
Scene* m_scene;
|
||||
|
||||
};
|
||||
|
||||
}
|
25
YoggieEngine/src/Scene/Scene.cpp
Normal file
25
YoggieEngine/src/Scene/Scene.cpp
Normal file
@ -0,0 +1,25 @@
|
||||
#include "Scene.h"
|
||||
#include "Entity.h"
|
||||
#include "Components.h"
|
||||
|
||||
namespace YoggieEngine{
|
||||
Scene::Scene()
|
||||
{
|
||||
}
|
||||
|
||||
Scene::~Scene()
|
||||
{}
|
||||
|
||||
Entity Scene::AddEntity(std::string name)
|
||||
{
|
||||
Entity entity = { m_registry.create(), this };
|
||||
|
||||
auto& ident = entity.AddComponent<IdentifierComponent>();
|
||||
ident.name = name;
|
||||
entity.AddComponent<TransformComponent>();
|
||||
|
||||
|
||||
return entity;
|
||||
}
|
||||
|
||||
}
|
22
YoggieEngine/src/Scene/Scene.h
Normal file
22
YoggieEngine/src/Scene/Scene.h
Normal file
@ -0,0 +1,22 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include <entt/entt.hpp>
|
||||
namespace YoggieEngine {
|
||||
class Entity;
|
||||
class Scene
|
||||
{
|
||||
public:
|
||||
Scene();
|
||||
~Scene();
|
||||
|
||||
Entity AddEntity(std::string name);
|
||||
|
||||
entt::registry& getReg() { return m_registry; }
|
||||
|
||||
private:
|
||||
entt::registry m_registry;
|
||||
|
||||
friend class Entity;
|
||||
};
|
||||
|
||||
}
|
9
YoggieEngine/src/Scene/TransformTree/Node.cpp
Normal file
9
YoggieEngine/src/Scene/TransformTree/Node.cpp
Normal file
@ -0,0 +1,9 @@
|
||||
#include "Node.h"
|
||||
|
||||
namespace YoggieEngine {
|
||||
Node::Node(const std::string& name)
|
||||
: name(name), parent(nullptr), children(std::vector<Node*>()) {}
|
||||
|
||||
Group::Group(const std::string& name)
|
||||
: Node(name) {}
|
||||
}
|
@ -1,8 +1,8 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
class Node {
|
||||
namespace YoggieEngine {
|
||||
class Node {
|
||||
public:
|
||||
Node(const std::string& name);
|
||||
std::string name;
|
||||
@ -11,12 +11,14 @@ class Node {
|
||||
|
||||
void addChild(Node& node);
|
||||
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
|
||||
class Group : public Node {
|
||||
public:
|
||||
Group(const std::string& name);
|
||||
class Group : public Node {
|
||||
public:
|
||||
Group(const std::string& name);
|
||||
|
||||
};
|
||||
};
|
||||
|
||||
}
|
13
YoggieEngine/src/Scene/TransformTree/SceneNodeTypes.cpp
Normal file
13
YoggieEngine/src/Scene/TransformTree/SceneNodeTypes.cpp
Normal file
@ -0,0 +1,13 @@
|
||||
#include "SceneNodeTypes.h"
|
||||
namespace YoggieEngine {
|
||||
SceneCamera::SceneCamera()
|
||||
: Group(std::string("Camera")), camera(Camera(glm::vec3(0.0f), glm::vec3(0.0f), 0))
|
||||
{}
|
||||
|
||||
SceneObject::SceneObject(std::string name, Renderable* visual)
|
||||
: Group(name), renderable(visual)
|
||||
{}
|
||||
|
||||
SceneObject::~SceneObject()
|
||||
{}
|
||||
}
|
@ -3,7 +3,7 @@
|
||||
#include "../../Graphics/Renderable.h"
|
||||
#include "Node.h"
|
||||
|
||||
namespace BarinkEngine {
|
||||
namespace YoggieEngine {
|
||||
class SceneCamera : public Group
|
||||
{
|
||||
public:
|
13
YoggieEngine/src/Scripting/LuaScript.cpp
Normal file
13
YoggieEngine/src/Scripting/LuaScript.cpp
Normal file
@ -0,0 +1,13 @@
|
||||
#include "LuaScript.h"
|
||||
/*
|
||||
namespace YoggieEngine {
|
||||
LuaScript::LuaScript(const std::string& path)
|
||||
: filePath(path) {
|
||||
}
|
||||
|
||||
void LuaScript::execute(lua_State& l)
|
||||
{
|
||||
luaL_dofile(&l, filePath.c_str());
|
||||
}
|
||||
}
|
||||
*/
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user