Redering cube in editor
This commit is contained in:
parent
3e75406783
commit
c62f3615d4
@ -8,7 +8,7 @@ int main(int argc, char* argv[]) {
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EngineInstrumentation::PerfomanceSamplerInit();
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// Startup services
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BarinkWindow MainWindow = BarinkWindow(800, 600);
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BarinkWindow MainWindow = BarinkWindow(1200, 700);
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renderer = BarinkEngine::Renderer();
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InputSystem = BarinkEngine::InputManager();
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@ -2,6 +2,7 @@
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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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@ -35,9 +36,18 @@ void GUIManager::Render()
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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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@ -1,15 +1,15 @@
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#include "Buffer.h"
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int GpuBuffer::getBufferID() {
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int Buffer::getBufferID() {
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return id;
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}
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void GpuBuffer::createBuffer() {
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void Buffer::createBuffer() {
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glGenBuffers(1, (GLuint*) &id);
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}
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void GpuBuffer::setBufferData(void* data, size_t dataSize, bool elementBuffer = false ) {
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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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@ -21,7 +21,7 @@ void GpuBuffer::setBufferData(void* data, size_t dataSize, bool elementBuffer =
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}
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void GpuBuffer::Bind(bool elementBuffer = false ) {
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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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@ -32,7 +32,7 @@ void GpuBuffer::Bind(bool elementBuffer = false ) {
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}
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}
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void GpuBuffer::Unbind(bool elementBuffer = false) {
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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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@ -42,6 +42,6 @@ void GpuBuffer::Unbind(bool elementBuffer = false) {
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}
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}
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void GpuBuffer::Delete() {
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void Buffer::Delete() {
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glDeleteBuffers(1, (GLuint*) &id);
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}
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@ -1,8 +1,7 @@
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#pragma once
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#include <glad/glad.h>
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class GpuBuffer {
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private:
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unsigned int id;
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class Buffer {
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public:
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int getBufferID();
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@ -16,4 +15,7 @@ public:
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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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@ -9,25 +9,45 @@ Framebuffer::Framebuffer()
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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, 1, GL_RGB, 800, 600, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
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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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// Create a depth buffer
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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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glFramebufferRenderbuffer(GL_RENDERBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, DepthAttachment);
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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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@ -39,6 +59,8 @@ Framebuffer::Framebuffer()
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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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@ -8,13 +8,14 @@ public:
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Framebuffer();
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~Framebuffer();
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unsigned int GetId() { return Id; }
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unsigned int GetColourAttachment() { return ColourAttachment; }
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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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unsigned int Id = 0;
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unsigned int ColourAttachment = 0;
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unsigned int DepthAttachment = 0;
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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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31
BarinkEngine/src/Graphics/Memory/UniformBuffer.cpp
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31
BarinkEngine/src/Graphics/Memory/UniformBuffer.cpp
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@ -0,0 +1,31 @@
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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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15
BarinkEngine/src/Graphics/Memory/UniformBuffer.h
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15
BarinkEngine/src/Graphics/Memory/UniformBuffer.h
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@ -0,0 +1,15 @@
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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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@ -22,8 +22,8 @@ private:
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std::vector<unsigned int > indices;
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GpuBuffer vertexBuffer;
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GpuBuffer elementBuffer;
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Buffer vertexBuffer;
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Buffer elementBuffer;
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VertexArray VAO;
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@ -16,8 +16,8 @@ void BarinkEngine::Renderer::Prepare(Scene& scene ) {
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auto group = scene.getReg().view<BarinkEngine::Render3DComponent>();
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group.each([](auto enity, BarinkEngine::Render3DComponent& renderComponent) {
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VertexArray va = VertexArray();
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GpuBuffer vertexBuffer = GpuBuffer();
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GpuBuffer elementBuffer = GpuBuffer();
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Buffer vertexBuffer = Buffer();
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Buffer elementBuffer = Buffer();
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va.Create();
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va.Bind();
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@ -45,6 +45,8 @@ void BarinkEngine::Renderer::Prepare(Scene& scene ) {
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});
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}
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void BarinkEngine::Renderer::Render(Scene& scene)
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{
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auto group = scene.getReg().view<TransformComponent, Render3DComponent>();
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@ -66,7 +68,7 @@ void BarinkEngine::Renderer::Render(Scene& scene)
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renderComponent.shader.setUniformMat4("V", cam.GetViewMatrix());
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renderComponent.shader.setUniformMat4("P", projection);
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//std::cout << "Draw " << renderComponent.mesh.elements.size() << " elements" << std::endl;
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glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(renderComponent.mesh.elements.size()) ,
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GL_UNSIGNED_INT, NULL);
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@ -75,5 +77,17 @@ void BarinkEngine::Renderer::Render(Scene& scene)
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}
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void Render(Framebuffer& framebuffer)
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{}
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void BarinkEngine::Renderer::Render(Framebuffer& framebuffer, Scene& scene)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.GetId());
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glClearColor(.5f, .0f, .5f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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Render(scene);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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@ -22,6 +22,6 @@ namespace BarinkEngine {
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void Prepare(Scene& scene);
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void Render(Scene& scene );
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void Render(Framebuffer& framebuffer);
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void Render(Framebuffer& framebuffer, Scene& scene);
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};
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}
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@ -1,4 +1,4 @@
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#include "src/PerfCounter.h"
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#include "PerfCounter.h"
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#include <imgui.h>
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#include <iostream>
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@ -66,5 +66,5 @@ void PerfSampler::Stop()
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auto ms = durationInuSeconds * 0.001f;
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std::cout << "[" << name << "]" << "Took: " << durationInuSeconds << " us (" << ms << " ms)" << std::endl;
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// std::cout << "[" << name << "]" << "Took: " << durationInuSeconds << " us (" << ms << " ms)" << std::endl;
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}
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@ -3,6 +3,7 @@
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#include "Components.h"
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Scene::Scene()
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{
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m_registry = entt::basic_registry();
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}
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Scene::~Scene()
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@ -4,7 +4,8 @@ kind "ConsoleApp"
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buildmessage "Building editor ..."
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links{
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"BarinkEngine"
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"BarinkEngine",
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"ImGuizmo"
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}
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includedirs{
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@ -24,7 +25,9 @@ includedirs{
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"./../libs/glew/include",
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"./../libs/glm",
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"./../libs/ImGui",
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"./../libs/guizmo",
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"./../libs/entt/src",
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"./include"
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@ -38,3 +41,4 @@ files {
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"./include/*.h",
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"./src/*.cpp"
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}
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@ -1,83 +1,79 @@
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#include "../../BarinkEngine/src/BarinkEngine.h"
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#include "../../BarinkEngine/src/Scene/SceneManager.h"
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#include "../../BarinkEngine/src/Scene/SceneNodeTypes.h"
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#include "../../BarinkEngine/src/AssetManager/ModelImporter.h"
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#include "../../BarinkEngine/src/Graphics/Framebuffer.h"
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#include "../../BarinkEngine/src/Graphics/Memory/Framebuffer.h"
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#include <imgui.h>
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#include "../../BarinkEngine/src/PerfCounter.cpp"
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#include "../../BarinkEngine/src/Scene/Entity.h"
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#include "stb_image.h"
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#include "../../libs/guizmo/ImGuizmo.h"
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#include "../../libs/glm/glm/gtc/type_ptr.hpp"
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#include <glm/gtc/matrix_transform.hpp>
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#include "widgets/widgets.h"
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/*
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* Define globals
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*/
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Shader* shader;
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char* code = new char[254];
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const std::string vertexShaderSource = "build/Debug/test.vs";
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const std::string fragmentShaderSource = "build/Debug/test.fs";
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BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
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Framebuffer* framebuffer;
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Scene* Level1;
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BarinkEngine::SceneObject* cube;
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Scene Level1;
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BarinkEngine::SceneObject* Model;
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Entity cube;
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/*
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* Runs once at startup
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* - USe to initialize the game/sandbox/demo
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*/
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void Start() {
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auto io = ImGui::GetIO();
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io.Fonts->AddFontFromFileTTF("build/Debug/Fonts/Roboto-Regular.ttf", 18);
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framebuffer = new Framebuffer();
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// Build a basic test scene
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// NOTE: This will later be done through an editor
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// Create a level and load it as the current level
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std::string levelName("Test Level");
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Level1 = SceneManager::CreateScene(levelName);
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SceneManager::LoadScene(*Level1);
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auto importer = BarinkEngine::ModelImporter();
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shader = new Shader(vertexShaderSource, fragmentShaderSource);
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// Create a cube
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Model = importer.Import("build/Debug/Models/Cube.obj");
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cube = Level1.AddEntity("cube");
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auto& render3DComponent = cube.AddComponent<BarinkEngine::Render3DComponent>();
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render3DComponent.mesh = *(Model->renderable->mesh);
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// Create a cube node
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cube.GetComponent<BarinkEngine::TransformComponent>().transform = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f, 0.0f, 5.0f));
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renderer.Prepare(Level1);
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cube = MI->Import("build/Debug/Models/cube.obj");
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cube->renderable->material = new Material(*shader);
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cube->renderable->material->Color = glm::vec3(1.0f, 0.0f, 0.0f);
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// What is in cube now ??
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std::cout << "mesh vertices: " << cube->renderable->mesh->vertices.size() << std::endl;
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std::cout << "mesh elements: " << cube->renderable->mesh->elements.size() << std::endl;
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Level1->GetRoot().addChild(*cube);
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memset(code, '\0', 254);
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framebuffer = new Framebuffer();
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// create an ambient light source
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auto AmbientLight = Level1.AddEntity("AmbientLight");
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AmbientLight.AddComponent<BarinkEngine::LightComponent>();
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std::cout << "Colour attachment id; " << framebuffer->GetColourAttachment() << std::endl;
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// TODO: Move to runtime/ Engine
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// NOTE: Submits should later be done through walking the sceneTree
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renderer.Submit(cube->renderable);
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renderer.Prepare(Level1);
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}
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/*
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* Runs every frame
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* - Use to draw Immediate mode graphics (Not meant for HUD's )
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*/
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void ImmediateGraphicsDraw()
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{
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ImGui::DockSpaceOverViewport(ImGui::GetMainViewport());
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{ ImGui::DockSpaceOverViewport(ImGui::GetMainViewport());
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// Show a menu bar
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ImGui::BeginMainMenuBar();
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if (ImGui::BeginMenu("Application")) {
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if (ImGui::MenuItem("Preferences")) {
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}
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if (ImGui::MenuItem("Exit")) {
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// TODO: Exit application
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}
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ImGui::EndMenu();
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}
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@ -85,45 +81,43 @@ void ImmediateGraphicsDraw()
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// Show internal BarinkEngine stats
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ShowStats();
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//ShowStats();
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Viewport(*framebuffer , Level1);
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Inspector();
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SceneExplorer(Level1);
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Settings();
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AssetsFinder();
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Console();
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ImGui::Begin("Viewport");
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ImGui::Image((void*)(intptr_t)framebuffer->GetColourAttachment(), ImVec2{ 800,600 });
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ImGui::End();
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static float Zoom = 90;
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static glm::vec3 Position = glm::vec3(0.0f, 0.0f, 0.0f);
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static glm::vec3 Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
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ImGui::Begin("Camera");
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ImGui::SliderFloat("Zoom", &Zoom, 10, 190);
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ImGui::InputFloat3("Position:", &Position[0]);
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ImGui::InputFloat3("Rotation:", &Rotation[0]);
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ImGui::End();
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ImGui::ShowMetricsWindow();
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ImGui::Begin("Scripting");
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ImGui::Text("Lua Code");
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ImGui::InputTextMultiline("##", code, 255);
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bool runCode = ImGui::Button("Run");
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ImGui::End();
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ImGui::Begin("Scene Explorer");
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ImGui::End();
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||||
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
/*
|
||||
* Runs every physics update
|
||||
*/
|
||||
void fixed_update()
|
||||
{
|
||||
|
||||
// glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
||||
|
||||
/*
|
||||
@ -133,6 +127,4 @@ void Update()
|
||||
void Stop()
|
||||
{
|
||||
delete framebuffer;
|
||||
delete MI;
|
||||
delete shader;
|
||||
}
|
79
Editor/src/widgets/widgets.h
Normal file
79
Editor/src/widgets/widgets.h
Normal 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();
|
||||
}
|
Loading…
Reference in New Issue
Block a user