Redering cube in editor

This commit is contained in:
2022-11-03 15:06:42 +01:00
parent 3e75406783
commit c62f3615d4
16 changed files with 271 additions and 100 deletions

View File

@ -8,7 +8,7 @@ int main(int argc, char* argv[]) {
EngineInstrumentation::PerfomanceSamplerInit();
// Startup services
BarinkWindow MainWindow = BarinkWindow(800, 600);
BarinkWindow MainWindow = BarinkWindow(1200, 700);
renderer = BarinkEngine::Renderer();
InputSystem = BarinkEngine::InputManager();

View File

@ -2,6 +2,7 @@
#include "imgui.h"
#include "backends/imgui_impl_opengl3.h"
#include <backends/imgui_impl_glfw.h>
#include "../../libs/guizmo/ImGuizmo.h"
#include "../BarinkEngine.h"
GUIManager::GUIManager(BarinkWindow* window)
@ -35,8 +36,17 @@ void GUIManager::Render()
ImGui::NewFrame();
ImGuizmo::SetOrthographic(true);
ImGuizmo::BeginFrame();
ImmediateGraphicsDraw();
ImGui::EndFrame();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());

View File

@ -1,15 +1,15 @@
#include "Buffer.h"
int GpuBuffer::getBufferID() {
int Buffer::getBufferID() {
return id;
}
void GpuBuffer::createBuffer() {
void Buffer::createBuffer() {
glGenBuffers(1, (GLuint*) &id);
}
void GpuBuffer::setBufferData(void* data, size_t dataSize, bool elementBuffer = false ) {
void Buffer::setBufferData(void* data, size_t dataSize, bool elementBuffer = false ) {
if (elementBuffer) {
glBufferData(GL_ELEMENT_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
@ -21,7 +21,7 @@ void GpuBuffer::setBufferData(void* data, size_t dataSize, bool elementBuffer =
}
void GpuBuffer::Bind(bool elementBuffer = false ) {
void Buffer::Bind(bool elementBuffer = false ) {
if (elementBuffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
@ -32,7 +32,7 @@ void GpuBuffer::Bind(bool elementBuffer = false ) {
}
}
void GpuBuffer::Unbind(bool elementBuffer = false) {
void Buffer::Unbind(bool elementBuffer = false) {
if (elementBuffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
@ -42,6 +42,6 @@ void GpuBuffer::Unbind(bool elementBuffer = false) {
}
}
void GpuBuffer::Delete() {
void Buffer::Delete() {
glDeleteBuffers(1, (GLuint*) &id);
}

View File

@ -1,8 +1,7 @@
#pragma once
#include <glad/glad.h>
class GpuBuffer {
private:
unsigned int id;
class Buffer {
public:
int getBufferID();
@ -16,4 +15,7 @@ public:
void Delete();
private:
unsigned int id;
};

View File

@ -9,24 +9,44 @@ Framebuffer::Framebuffer()
// Create a colour texture!
glGenTextures(1, &ColourAttachment);
glBindTexture(GL_TEXTURE_2D, ColourAttachment);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGB, 800, 600, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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);
glBindTexture(GL_TEXTURE_2D, 0);
// Create a depth buffer
glGenRenderbuffers(1, &DepthAttachment);
glBindRenderbuffer(GL_RENDERBUFFER, DepthAttachment);
glGenTextures(1, &DepthAttachment);
glBindTexture(GL_TEXTURE_2D, DepthAttachment);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600);
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);
glFramebufferRenderbuffer(GL_RENDERBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, DepthAttachment);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, DepthAttachment, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 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);
*/
@ -39,6 +59,8 @@ Framebuffer::Framebuffer()
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Framebuffer::~Framebuffer()

View File

@ -8,13 +8,14 @@ public:
Framebuffer();
~Framebuffer();
unsigned int GetId() { return Id; }
unsigned int GetColourAttachment() { return ColourAttachment; }
GLuint GetId() { return Id; }
GLuint GetColourAttachment() { return ColourAttachment; }
GLuint GetDepthAttachment() { return DepthAttachment; }
private:
unsigned int Id = 0;
unsigned int ColourAttachment = 0;
unsigned int DepthAttachment = 0;
GLuint Id = 0;
GLuint ColourAttachment = 0;
GLuint DepthAttachment = 0;
};

View File

@ -0,0 +1,31 @@
#include "UniformBuffer.h"
#include <glad/glad.h>
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);
}

View File

@ -0,0 +1,15 @@
#pragma once
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;
};

View File

@ -22,8 +22,8 @@ private:
std::vector<unsigned int > indices;
GpuBuffer vertexBuffer;
GpuBuffer elementBuffer;
Buffer vertexBuffer;
Buffer elementBuffer;
VertexArray VAO;

View File

@ -16,8 +16,8 @@ void BarinkEngine::Renderer::Prepare(Scene& scene ) {
auto group = scene.getReg().view<BarinkEngine::Render3DComponent>();
group.each([](auto enity, BarinkEngine::Render3DComponent& renderComponent) {
VertexArray va = VertexArray();
GpuBuffer vertexBuffer = GpuBuffer();
GpuBuffer elementBuffer = GpuBuffer();
Buffer vertexBuffer = Buffer();
Buffer elementBuffer = Buffer();
va.Create();
va.Bind();
@ -45,6 +45,8 @@ void BarinkEngine::Renderer::Prepare(Scene& scene ) {
});
}
void BarinkEngine::Renderer::Render(Scene& scene)
{
auto group = scene.getReg().view<TransformComponent, Render3DComponent>();
@ -66,7 +68,7 @@ void BarinkEngine::Renderer::Render(Scene& scene)
renderComponent.shader.setUniformMat4("V", cam.GetViewMatrix());
renderComponent.shader.setUniformMat4("P", projection);
//std::cout << "Draw " << renderComponent.mesh.elements.size() << " elements" << std::endl;
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(renderComponent.mesh.elements.size()) ,
GL_UNSIGNED_INT, NULL);
@ -75,5 +77,17 @@ void BarinkEngine::Renderer::Render(Scene& scene)
}
void Render(Framebuffer& framebuffer)
{}
void BarinkEngine::Renderer::Render(Framebuffer& framebuffer, Scene& scene)
{
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.GetId());
glClearColor(.5f, .0f, .5f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Render(scene);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}

View File

@ -22,6 +22,6 @@ namespace BarinkEngine {
void Prepare(Scene& scene);
void Render(Scene& scene );
void Render(Framebuffer& framebuffer);
void Render(Framebuffer& framebuffer, Scene& scene);
};
}

View File

@ -1,4 +1,4 @@
#include "src/PerfCounter.h"
#include "PerfCounter.h"
#include <imgui.h>
#include <iostream>
@ -66,5 +66,5 @@ void PerfSampler::Stop()
auto ms = durationInuSeconds * 0.001f;
std::cout << "[" << name << "]" << "Took: " << durationInuSeconds << " us (" << ms << " ms)" << std::endl;
// std::cout << "[" << name << "]" << "Took: " << durationInuSeconds << " us (" << ms << " ms)" << std::endl;
}

View File

@ -3,6 +3,7 @@
#include "Components.h"
Scene::Scene()
{
m_registry = entt::basic_registry();
}
Scene::~Scene()