Redering cube in editor
This commit is contained in:
parent
3e75406783
commit
c62f3615d4
@ -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();
|
||||
|
@ -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)
|
||||
@ -35,9 +36,18 @@ void GUIManager::Render()
|
||||
|
||||
ImGui::NewFrame();
|
||||
|
||||
ImGuizmo::SetOrthographic(true);
|
||||
ImGuizmo::BeginFrame();
|
||||
|
||||
|
||||
|
||||
ImmediateGraphicsDraw();
|
||||
|
||||
|
||||
|
||||
ImGui::EndFrame();
|
||||
|
||||
|
||||
ImGui::Render();
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
|
||||
|
@ -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);
|
||||
}
|
@ -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;
|
||||
|
||||
};
|
@ -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);
|
||||
|
||||
|
||||
|
||||
// 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);
|
||||
|
||||
// Create a depth buffer
|
||||
glGenRenderbuffers(1, &DepthAttachment);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, DepthAttachment);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, DepthAttachment, 0);
|
||||
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600);
|
||||
|
||||
glFramebufferRenderbuffer(GL_RENDERBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, DepthAttachment);
|
||||
/*
|
||||
* // 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);
|
||||
|
||||
*/
|
||||
|
||||
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
|
||||
|
||||
|
||||
@ -39,6 +59,8 @@ Framebuffer::Framebuffer()
|
||||
}
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
|
||||
|
||||
}
|
||||
|
||||
Framebuffer::~Framebuffer()
|
||||
|
@ -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;
|
||||
|
||||
|
||||
};
|
31
BarinkEngine/src/Graphics/Memory/UniformBuffer.cpp
Normal file
31
BarinkEngine/src/Graphics/Memory/UniformBuffer.cpp
Normal 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);
|
||||
}
|
||||
|
||||
|
15
BarinkEngine/src/Graphics/Memory/UniformBuffer.h
Normal file
15
BarinkEngine/src/Graphics/Memory/UniformBuffer.h
Normal 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;
|
||||
|
||||
};
|
@ -22,8 +22,8 @@ private:
|
||||
std::vector<unsigned int > indices;
|
||||
|
||||
|
||||
GpuBuffer vertexBuffer;
|
||||
GpuBuffer elementBuffer;
|
||||
Buffer vertexBuffer;
|
||||
Buffer elementBuffer;
|
||||
|
||||
VertexArray VAO;
|
||||
|
||||
|
@ -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);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
@ -22,6 +22,6 @@ namespace BarinkEngine {
|
||||
void Prepare(Scene& scene);
|
||||
void Render(Scene& scene );
|
||||
|
||||
void Render(Framebuffer& framebuffer);
|
||||
void Render(Framebuffer& framebuffer, Scene& scene);
|
||||
};
|
||||
}
|
||||
|
@ -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;
|
||||
}
|
@ -3,6 +3,7 @@
|
||||
#include "Components.h"
|
||||
Scene::Scene()
|
||||
{
|
||||
m_registry = entt::basic_registry();
|
||||
}
|
||||
|
||||
Scene::~Scene()
|
||||
|
@ -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"
|
||||
|
||||
@ -38,3 +41,4 @@ files {
|
||||
"./include/*.h",
|
||||
"./src/*.cpp"
|
||||
}
|
||||
|
||||
|
@ -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();
|
||||
|
||||
shader = new Shader(vertexShaderSource, fragmentShaderSource);
|
||||
// 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);
|
||||
|
||||
// Create a cube node
|
||||
cube.GetComponent<BarinkEngine::TransformComponent>().transform = glm::translate(glm::mat4(1.0f), glm::vec3(1.0f, 0.0f, 5.0f));
|
||||
renderer.Prepare(Level1);
|
||||
|
||||
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);
|
||||
|
||||
// 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;
|
||||
|
||||
Level1->GetRoot().addChild(*cube);
|
||||
|
||||
memset(code, '\0', 254);
|
||||
framebuffer = new Framebuffer();
|
||||
// create an ambient light source
|
||||
auto AmbientLight = Level1.AddEntity("AmbientLight");
|
||||
AmbientLight.AddComponent<BarinkEngine::LightComponent>();
|
||||
|
||||
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);
|
||||
renderer.Prepare(Level1);
|
||||
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
* 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::ShowMetricsWindow();
|
||||
|
||||
ImGui::Begin("Scripting");
|
||||
ImGui::Text("Lua Code");
|
||||
ImGui::InputTextMultiline("##", code, 255);
|
||||
bool runCode = ImGui::Button("Run");
|
||||
ImGui::End();
|
||||
|
||||
ImGui::Begin("Scene Explorer");
|
||||
ImGui::End();
|
||||
|
||||
}
|
||||
|
||||
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