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

@ -4,7 +4,8 @@ kind "ConsoleApp"
buildmessage "Building editor ..."
links{
"BarinkEngine"
"BarinkEngine",
"ImGuizmo"
}
includedirs{
@ -24,7 +25,9 @@ includedirs{
"./../libs/glew/include",
"./../libs/glm",
"./../libs/ImGui",
"./../libs/guizmo",
"./../libs/entt/src",
"./include"
@ -37,4 +40,5 @@ libdirs {
files {
"./include/*.h",
"./src/*.cpp"
}
}

View File

@ -1,83 +1,79 @@
#include "../../BarinkEngine/src/BarinkEngine.h"
#include "../../BarinkEngine/src/Scene/SceneManager.h"
#include "../../BarinkEngine/src/Scene/SceneNodeTypes.h"
#include "../../BarinkEngine/src/AssetManager/ModelImporter.h"
#include "../../BarinkEngine/src/Graphics/Framebuffer.h"
#include "../../BarinkEngine/src/Graphics/Memory/Framebuffer.h"
#include <imgui.h>
#include "../../BarinkEngine/src/PerfCounter.cpp"
#include "../../BarinkEngine/src/Scene/Entity.h"
#include "stb_image.h"
#include "../../libs/guizmo/ImGuizmo.h"
#include "../../libs/glm/glm/gtc/type_ptr.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include "widgets/widgets.h"
/*
* Define globals
*/
Shader* shader;
char* code = new char[254];
const std::string vertexShaderSource = "build/Debug/test.vs";
const std::string fragmentShaderSource = "build/Debug/test.fs";
BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
Framebuffer* framebuffer;
Scene* Level1;
BarinkEngine::SceneObject* cube;
Scene Level1;
BarinkEngine::SceneObject* Model;
Entity cube;
/*
* Runs once at startup
* - USe to initialize the game/sandbox/demo
*/
void Start() {
auto io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("build/Debug/Fonts/Roboto-Regular.ttf", 18);
framebuffer = new Framebuffer();
// Build a basic test scene
// NOTE: This will later be done through an editor
// Create a level and load it as the current level
std::string levelName("Test Level");
Level1 = SceneManager::CreateScene(levelName);
SceneManager::LoadScene(*Level1);
auto importer = BarinkEngine::ModelImporter();
// Create a cube
Model = importer.Import("build/Debug/Models/Cube.obj");
cube = Level1.AddEntity("cube");
auto& render3DComponent = cube.AddComponent<BarinkEngine::Render3DComponent>();
render3DComponent.mesh = *(Model->renderable->mesh);
shader = new Shader(vertexShaderSource, fragmentShaderSource);
cube.GetComponent<BarinkEngine::TransformComponent>().transform = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f, 0.0f, 5.0f));
renderer.Prepare(Level1);
// Create a cube node
// create an ambient light source
auto AmbientLight = Level1.AddEntity("AmbientLight");
AmbientLight.AddComponent<BarinkEngine::LightComponent>();
cube = MI->Import("build/Debug/Models/cube.obj");
cube->renderable->material = new Material(*shader);
cube->renderable->material->Color = glm::vec3(1.0f, 0.0f, 0.0f);
std::cout << "Colour attachment id; " << framebuffer->GetColourAttachment() << std::endl;
// What is in cube now ??
std::cout << "mesh vertices: " << cube->renderable->mesh->vertices.size() << std::endl;
std::cout << "mesh elements: " << cube->renderable->mesh->elements.size() << std::endl;
renderer.Prepare(Level1);
Level1->GetRoot().addChild(*cube);
memset(code, '\0', 254);
framebuffer = new Framebuffer();
std::cout << "Colour attachment id; " << framebuffer->GetColourAttachment() << std::endl;
// TODO: Move to runtime/ Engine
// NOTE: Submits should later be done through walking the sceneTree
renderer.Submit(cube->renderable);
}
/*
* Runs every frame
* - Use to draw Immediate mode graphics (Not meant for HUD's )
*/
void ImmediateGraphicsDraw()
{
ImGui::DockSpaceOverViewport(ImGui::GetMainViewport());
{ ImGui::DockSpaceOverViewport(ImGui::GetMainViewport());
// Show a menu bar
ImGui::BeginMainMenuBar();
if (ImGui::BeginMenu("Application")) {
if (ImGui::MenuItem("Preferences")) {
}
if (ImGui::MenuItem("Exit")) {
// TODO: Exit application
}
ImGui::EndMenu();
}
@ -85,45 +81,43 @@ void ImmediateGraphicsDraw()
// Show internal BarinkEngine stats
ShowStats();
//ShowStats();
Viewport(*framebuffer , Level1);
Inspector();
SceneExplorer(Level1);
Settings();
AssetsFinder();
Console();
ImGui::Begin("Viewport");
ImGui::Image((void*)(intptr_t)framebuffer->GetColourAttachment(), ImVec2{ 800,600 });
ImGui::End();
static float Zoom = 90;
static glm::vec3 Position = glm::vec3(0.0f, 0.0f, 0.0f);
static glm::vec3 Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
ImGui::Begin("Camera");
ImGui::SliderFloat("Zoom", &Zoom, 10, 190);
ImGui::InputFloat3("Position:", &Position[0]);
ImGui::InputFloat3("Rotation:", &Rotation[0]);
ImGui::End();
ImGui::Begin("Scripting");
ImGui::Text("Lua Code");
ImGui::InputTextMultiline("##", code, 255);
bool runCode = ImGui::Button("Run");
ImGui::End();
ImGui::Begin("Scene Explorer");
ImGui::End();
ImGui::ShowMetricsWindow();
}
void Render()
{
renderer.Render( *framebuffer, Level1);
}
/*
* Runs every frame
* - Meant for game logic ( non-physics related)
*/
void Update()
{
// glBindFramebuffer(GL_FRAMEBUFFER, framebuffer->GetId());
renderer.Render(*framebuffer);
}
// glBindFramebuffer(GL_FRAMEBUFFER, 0);
/*
* Runs every physics update
*/
void fixed_update()
{
}
/*
@ -133,6 +127,4 @@ void Update()
void Stop()
{
delete framebuffer;
delete MI;
delete shader;
}

View File

@ -0,0 +1,79 @@
#pragma once
#include <glm/glm.hpp>
#include <imgui.h>
inline void Inspector () {
ImGui::Begin("Inspector");
static float Zoom = 90;
static glm::vec3 Position = glm::vec3(0.0f, 0.0f, 0.0f);
static glm::vec3 Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
ImGui::BeginChild("Camera");
ImGui::SliderFloat("Zoom", &Zoom, 10, 190);
ImGui::InputFloat3("Position:", &Position[0]);
ImGui::InputFloat3("Rotation:", &Rotation[0]);
ImGui::EndChild();
ImGui::BeginChild("Scripting");
ImGui::Text("Hello world!");
ImGui::EndChild();
ImGui::End();
}
inline void SceneExplorer(Scene& scene)
{
ImGui::Begin("Scene Explorer");
scene.getReg().each([&](auto entity) {
auto id = scene.getReg().get<BarinkEngine::IdentifierComponent>(entity);
ImGui::LabelText("##myObject", "%s", id.name.c_str());
});
ImGui::End();
}
inline void Viewport(Framebuffer& framebuffer , Scene& scene ) {
unsigned int viewportWindowFlags = ImGuiWindowFlags_NoTitleBar
| ImGuiWindowFlags_NoDecoration
| ImGuiWindowFlags_NoScrollbar
| ImGuiWindowFlags_NoMove
| ImGuiWindowFlags_NoCollapse;
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2{ 0,0 });
ImGui::Begin("Viewport", false, viewportWindowFlags );
ImGui::Image((void*)(intptr_t)framebuffer.GetColourAttachment(), ImVec2{ (float)800,(float)600 });
ImGuizmo::SetDrawlist();
ImGuizmo::SetRect(ImGui::GetWindowPos().x, ImGui::GetWindowPos().y, ImGui::GetWindowWidth(), ImGui::GetWindowHeight());
ImGuizmo::Enable(true);
auto cam = glm::mat4(1.0f);
//ImGuizmo::Manipulate(glm::value_ptr(static_cam), glm::value_ptr(static_projection), ImGuizmo::TRANSLATE, ImGuizmo::WORLD, glm::value_ptr(trans));
ImGuizmo::ViewManipulate(glm::value_ptr(cam), 8.0f, ImVec2{ 0.0f,0.0f }, ImVec2{ 128.0f,128.0f }, 0x10101010);
ImGui::End();
ImGui::PopStyleVar();
}
inline void Settings() {
ImGui::Begin("Settings");
ImGui::LabelText("##title-settings", "Fine grain control over your engine... ");
ImGui::End();
}
inline void Console() {
ImGui::Begin("Console", false );
ImGui::Dummy(ImVec2{ 128, 128 });
ImGui::End();
}
inline void AssetsFinder() {
ImGui::Begin("Asset-Finder", false );
ImGui::Dummy(ImVec2{ 128, 128 });
ImGui::End();
}