Working on basic rendering #4

* Added a basic material abstraction
* Started implementation of RenderTarget (such as render textures)
This commit is contained in:
2022-06-04 18:26:58 +02:00
parent d9f0f40ad9
commit d019155d10
20 changed files with 633 additions and 452 deletions

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@ -1,31 +1,35 @@
#include "GUI.h"
void CameraTool(Camera* cam) {
ImGui::Begin("Camera");
ImGui::SliderFloat("Zoom:", &cam->Zoom, 10, 190);
ImGui::End();
}
void ScriptingTool(char* code) {
ImGui::Begin("Scripting");
ImGui::InputTextMultiline("Lua Script", code, 255);
bool runCode = ImGui::Button("Run");
ImGui::End();
}
void transformWindow(Transform& transform, std::string PanelName) {
ImGui::Begin(PanelName.c_str());
ImGui::InputFloat3("Position:", (float*)&transform.Position[0]);
ImGui::InputFloat3("Rotation:", (float*)&transform.Rotation[0]);
ImGui::InputFloat3("Scale:", (float*)&transform.Scale[0]);
ImGui::End();
#include "GUI.h"
void CameraTool(Camera* cam) {
ImGui::Begin("Camera");
ImGui::SliderFloat("Zoom:", &cam->Zoom, 10, 190);
ImGui::InputFloat3("Position:", &cam->Position[0]);
ImGui::InputFloat3("Rotation:", &cam->Rotation[0]);
ImGui::End();
}
void ScriptingTool(char* code) {
ImGui::Begin("Scripting");
ImGui::InputTextMultiline("Lua Script", code, 255);
bool runCode = ImGui::Button("Run");
ImGui::End();
}
void transformWindow(Transform& transform, std::string PanelName) {
ImGui::Begin(PanelName.c_str());
ImGui::InputFloat3("Position:", (float*)&transform.Position[0]);
ImGui::InputFloat3("Rotation:", (float*)&transform.Rotation[0]);
ImGui::InputFloat3("Scale:", (float*)&transform.Scale[0]);
ImGui::End();
}

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@ -1,143 +1,155 @@
#include "BarinkEngine.h"
#include "imgui.h"
#include "GUI.h"
#include "Util.h"
/*
* Define globals
*/
Camera* cam;
Renderable* Cube;
Renderable* Cube2;
Shader* shader;
char* code = new char[254];
const std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs";
const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
/*
* Runs once at startup
* - USe to initialize the game/sandbox/demo
*/
void Start() {
/*
Building a very basic scene graph
*/
SceneNode MyCube = SceneNode();
MyCube.name = "MyCube";
SceneNode MyBaby = SceneNode();
MyBaby.name = "Baby";
SceneNode MySecondCube = SceneNode();
MySecondCube.name = "MySecondCube";
MyCube.addChild(MyBaby);
Scene scene = Scene("My awesome Game Scene");
scene.GetRoot().addChild(MyCube);
scene.GetRoot().addChild(MySecondCube);
// Walk scene graph
PrintSceneTree(scene.GetRoot(),0);
shader = new Shader(vertexShaderSource, fragmentShaderSource);
/*
* load meshes
*/
Cube = Renderable::Load();
Cube2 = Renderable::Load();
Cube->addChild(*Cube2);
cam = new Camera(glm::vec3(0.0f, 1.5f, -10.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
memset(code, '\0', 254);
}
/*
* Runs every frame
* - Use to draw Immediate mode graphics (Not meant for HUD's )
*/
void ImmediateGraphicsDraw() {
ImGui::NewFrame();
// Show ImGui demo such that I can easily look
// at possible GUI elements to use
ImGui::ShowDemoWindow();
// Show internal BarinkEngine stats
ShowStats();
// Show different tooling for this specific sandbox
CameraTool(cam);
ScriptingTool(code);
transformWindow(Cube->transform, "Transform (Cube)");
transformWindow(Cube2->transform, "Transform (Cube2)");
}
/*
* Runs every frame
* - Meant for game logic ( non-physics related)
*/
void Update()
{
/*
* NOTE: this needs to move to the renderer
* Render code should not appear in the sandbox file
*/
glm::mat4 projection = glm::perspective(glm::radians(cam->Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
shader->Use();
shader->setUniformMat4("P", projection);
shader->setUniformMat4("M", CalculateModelMat(Cube->transform));
shader->setUniformMat4("V", cam->GetViewMatrix());
shader->setUniformVec3("MatColour", glm::vec3(1.0f, 0.0f, 0.0f));
Cube->Draw();
shader->setUniformMat4("M", CalculateModelMat(Cube2->transform));
shader->setUniformVec3("MatColour", glm::vec3(0.0f, 1.0f, 0.0f));
Cube2->Draw();
}
/*
* Runs at the end of the program
* - Meant for cleanup
*/
void Stop() {
// Cleanup
Cube->VAO.Delete();
Cube->elementBuffer.Delete();
Cube2->VAO.Delete();
Cube2->elementBuffer.Delete();
delete Cube2;
delete Cube;
delete shader;
#include "BarinkEngine.h"
#include "imgui.h"
#include "GUI.h"
#include "Util.h"
/*
* Define globals
*/
Camera* cam;
Renderable* Cube;
Renderable* Cube2;
Shader* shader;
Material* matCube;
Material* matCube2;
char* code = new char[254];
const std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs";
const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
/*
* Runs once at startup
* - USe to initialize the game/sandbox/demo
*/
void Start() {
/*
Building a very basic scene graph
*/
SceneNode MyCube = SceneNode();
MyCube.name = "MyCube";
SceneNode MyBaby = SceneNode();
MyBaby.name = "Baby";
SceneNode MySecondCube = SceneNode();
MySecondCube.name = "MySecondCube";
MyCube.addChild(MyBaby);
Scene scene = Scene("My awesome Game Scene");
scene.GetRoot().addChild(MyCube);
scene.GetRoot().addChild(MySecondCube);
// Walk scene graph
PrintSceneTree(scene.GetRoot(),0);
shader = new Shader(vertexShaderSource, fragmentShaderSource);
matCube = new Material(*shader);
matCube->Color = glm::vec3(1.0, 0.0, 0.0);
matCube2 = new Material(*shader);
matCube2->Color = glm::vec3(0.0, 1.0f, 0.0);
/*
* load meshes
*/
Cube = Renderable::Load();
Cube2 = Renderable::Load();
Cube->addChild(*Cube2);
cam = new Camera(glm::vec3(0.0f, 1.5f, -10.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
memset(code, '\0', 254);
}
/*
* Runs every frame
* - Use to draw Immediate mode graphics (Not meant for HUD's )
*/
void ImmediateGraphicsDraw() {
ImGui::NewFrame();
// Show ImGui demo such that I can easily look
// at possible GUI elements to use
ImGui::ShowDemoWindow();
// Show internal BarinkEngine stats
ShowStats();
// Show different tooling for this specific sandbox
CameraTool(cam);
ScriptingTool(code);
transformWindow(Cube->transform, "Transform (Cube)");
transformWindow(Cube2->transform, "Transform (Cube2)");
}
/*
* Runs every frame
* - Meant for game logic ( non-physics related)
*/
void Update()
{
/*
* NOTE: this needs to move to the renderer
* Render code should not appear in the sandbox file
*/
glm::mat4 projection = glm::perspective(glm::radians(cam->Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
shader->Use();
shader->setUniformMat4("P", projection);
shader->setUniformMat4("M", CalculateModelMat(Cube->transform));
shader->setUniformMat4("V", cam->GetViewMatrix());
matCube->Apply();
Cube->Draw();
shader->setUniformMat4("M", CalculateModelMat(Cube2->transform));
matCube2->Apply();
Cube2->Draw();
}
/*
* Runs at the end of the program
* - Meant for cleanup
*/
void Stop() {
// Cleanup
Cube->VAO.Delete();
Cube->elementBuffer.Delete();
Cube2->VAO.Delete();
Cube2->elementBuffer.Delete();
delete Cube2;
delete Cube;
delete matCube;
delete matCube2;
delete shader;
}