Working on semi proper API to build a scene

This commit is contained in:
Nigel Barink 2022-07-09 21:22:50 +02:00
parent b7e3465406
commit f8b390923e
9 changed files with 116 additions and 55 deletions

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@ -1,7 +1,8 @@
#pragma once #pragma once
#define TINYGLTF_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION #define STB_IMAGE_WRITE_IMPLEMENTATION
#define TINYGLTF_IMPLEMENTATION
#define TINYGLTF_NO_EXTERNAL_IMAGE #define TINYGLTF_NO_EXTERNAL_IMAGE
#include "Graphics/Mesh.h" #include "Graphics/Mesh.h"
@ -9,6 +10,7 @@
#include <assimp/scene.h> #include <assimp/scene.h>
#include <assimp/postprocess.h> #include <assimp/postprocess.h>
#include <string> #include <string>
#include "Scene/SceneNodeTypes.h"
void ProcessVertices(aiMesh* mesh, std::vector<BarinkEngine::Vertex>& out_vertices); void ProcessVertices(aiMesh* mesh, std::vector<BarinkEngine::Vertex>& out_vertices);
void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices); void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices);
@ -17,7 +19,9 @@ void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices);
class ModelImporter { class ModelImporter {
public: public:
std::vector<BarinkEngine::Mesh> Import(const std::string path);
SceneObject* Import(const std::string path);
private: private:

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@ -5,6 +5,7 @@
class Node { class Node {
public: public:
Node(std::string& name);
std::string& name; std::string& name;
Node* parent; Node* parent;
std::vector<Node*> children; std::vector<Node*> children;
@ -15,7 +16,9 @@ class Node {
class Group : Node { class Group : public Node {
public:
Group(std::string& name);
Transform& transform; Transform& transform;
}; };

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@ -5,11 +5,14 @@
static class SceneManager { static class SceneManager {
public: public:
static Scene* CreateScene(); static Scene* CreateScene(const std::string& name );
static Scene& GetScene(std::string name); static Scene& GetScene(const std::string& name);
static void LoadScene(Scene& scene);
private: private:
static std::map<std::string , Scene*> static Scene* CurrentScene;
static std::map<std::string, Scene*> Scenes;
}; };

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@ -3,18 +3,19 @@
#include "Graphics/Renderable.h" #include "Graphics/Renderable.h"
#include "Scene/Node.h" #include "Scene/Node.h"
class SceneCamera : Group class SceneCamera : public Group
{ {
public:
Camera& camera; Camera& camera;
SceneCamera();
}; };
class SceneObject : Group class SceneObject : public Group
{ {
public:
Renderable& renderable; Renderable& renderable;
SceneObject();
}; };

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@ -1,10 +1,11 @@
#include "Scene.h" #include "Scene.h"
#include "Scene/Node.h"
void DeleteSubGraph(Node* tree); void DeleteSubGraph(Node* tree);
Scene::Scene(std::string sceneName) Scene::Scene(std::string sceneName)
{ {
// Create a root node // Create a root node
root = new Node(); root = new Group(sceneName);
root->name = sceneName; root->name = sceneName;
} }
@ -42,6 +43,8 @@ Node& Scene::GetRoot()
return *root; return *root;
} }
void Node::addChild(Node& node) void Node::addChild(Node& node)
{ {
children.push_back(&node); children.push_back(&node);

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@ -0,0 +1,7 @@
#include "Scene/Node.h"
Node::Node(std::string& name)
: name(name), parent(nullptr), children(std::vector<Node*>()) {}
Group::Group(std::string& name )
: Node(name), transform(Transform()) {}

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@ -0,0 +1,18 @@
#include "Scene/SceneManager.h"
Scene* SceneManager::CreateScene(const std::string& name)
{
SceneManager::Scenes[name] = new Scene(name);
return &SceneManager::GetScene(name);
}
Scene& SceneManager::GetScene(const std::string& name)
{
return *SceneManager::Scenes[name];
}
void SceneManager::LoadScene( Scene& scene)
{
CurrentScene = &scene;
}

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@ -1,14 +1,20 @@
#include "AssetManager/ModelImporter.h" #include "AssetManager/ModelImporter.h"
std::vector<BarinkEngine::Mesh> ModelImporter::Import(const std::string path) SceneObject* ModelImporter::Import(const std::string path)
{ {
SceneObject* root = new SceneObject();
Assimp::Importer importer; Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs); const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
aiNode* currentNode = scene->mRootNode; aiNode* currentNode = scene->mRootNode;
return processNode(currentNode, scene); std::vector<BarinkEngine::Mesh> meshes = processNode(currentNode, scene);
return root;
} }
std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene) std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene)

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@ -1,4 +1,8 @@
#include "BarinkEngine.h" #include "BarinkEngine.h"
#include "Scene\SceneManager.h"
#include "Scene\SceneNodeTypes.h"
#include "AssetManager/ModelImporter.h"
#include "imgui.h" #include "imgui.h"
#include "GUI.h" #include "GUI.h"
#include "Util.h" #include "Util.h"
@ -11,12 +15,12 @@ Camera* cam;
Shader* shader; Shader* shader;
BarinkEngine::Renderable* Cube; //BarinkEngine::Renderable* Cube;
Material* matCube; //Material* matCube;
Texture* textureCube; //Texture* textureCube;
BarinkEngine::Renderable* Cube2; //BarinkEngine::Renderable* Cube2;
Material* matCube2; //Material* matCube2;
char* code = new char[254]; char* code = new char[254];
@ -25,6 +29,8 @@ const std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs";
const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs"; const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
ModelImporter* MI = new ModelImporter();
/* /*
@ -33,35 +39,47 @@ const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs
*/ */
void Start() { void Start() {
// Walk scene graph // Create a level and load it as the current level
//PrintSceneTree(scene.GetRoot(),0); auto Level1 = SceneManager::CreateScene("TestLevel");
SceneManager::LoadScene(*Level1);
// Create a cube node
Level1->GetRoot().addChild(*(MI->Import("build/SandboxApplication/Debug/Models")));
// Build a basic test scene
// NOTE: This will later be done through an editor
// Walk scene graph
PrintSceneTree(Level1->GetRoot(),0);
shader = new Shader(vertexShaderSource, fragmentShaderSource); shader = new Shader(vertexShaderSource, fragmentShaderSource);
textureCube = new Texture("build/SandboxApplication/Debug/Textures/wall.jpg"); //textureCube = new Texture("build/SandboxApplication/Debug/Textures/wall.jpg");
matCube = new Material(*shader); //matCube = new Material(*shader);
matCube->Color = glm::vec3(1.0, 0.0, 0.0); //matCube->Color = glm::vec3(1.0, 0.0, 0.0);
matCube2 = new Material(*shader); //matCube2 = new Material(*shader);
matCube2->Color = glm::vec3(0.0, 1.0f, 0.0); //matCube2->Color = glm::vec3(0.0, 1.0f, 0.0);
/* /*
* load meshes * load meshes
*/ */
Cube = //Cube =
Cube2 = Renderable::Load(); //Cube2 = Renderable::Load();
Cube->addChild(*Cube2); //Cube->addChild(*Cube2);
Cube->shader = shader; //Cube->shader = shader;
Cube2->shader = shader; //Cube2->shader = shader;
Cube->texture = textureCube; //Cube->texture = textureCube;
Cube2->texture = textureCube; //Cube2->texture = textureCube;
Cube2->transform.Position = glm::vec3(-9.0f, 0.0f, 0.0f); //Cube2->transform.Position = glm::vec3(-9.0f, 0.0f, 0.0f);
Cube->transform.Position = glm::vec3(-8.0f, 0.0f, -2.0f); //Cube->transform.Position = glm::vec3(-8.0f, 0.0f, -2.0f);
cam = new Camera(glm::vec3(0.0f, 1.5f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f); cam = new Camera(glm::vec3(0.0f, 1.5f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
@ -90,12 +108,12 @@ void ImmediateGraphicsDraw() {
CameraTool(cam); CameraTool(cam);
ScriptingTool(code); ScriptingTool(code);
transformWindow(Cube->transform, "Transform (Cube)"); //transformWindow(Cube->transform, "Transform (Cube)");
transformWindow(Cube2->transform, "Transform (Cube2)"); //transformWindow(Cube2->transform, "Transform (Cube2)");
materialWindow(*matCube, "Material Cube"); //materialWindow(*matCube, "Material Cube");
materialWindow(*matCube2, "Material Cube2"); //materialWindow(*matCube2, "Material Cube2");
@ -107,8 +125,6 @@ void ImmediateGraphicsDraw() {
*/ */
void Update() void Update()
{ {
/* /*
* NOTE: this needs to move to the renderer * NOTE: this needs to move to the renderer
* Render code should not appear in the sandbox file * Render code should not appear in the sandbox file
@ -119,16 +135,16 @@ void Update()
shader->Use(); shader->Use();
shader->setUniformMat4("P", projection); shader->setUniformMat4("P", projection);
shader->setUniformMat4("M", CalculateModelMat(Cube->transform)); //shader->setUniformMat4("M", CalculateModelMat(Cube->transform));
shader->setUniformMat4("V", cam->GetViewMatrix()); shader->setUniformMat4("V", cam->GetViewMatrix());
matCube->Apply(); //matCube->Apply();
Cube->Draw(); //Cube->Draw();
shader->setUniformMat4("M", CalculateModelMat(Cube2->transform)); //shader->setUniformMat4("M", CalculateModelMat(Cube2->transform));
matCube2->Apply(); // matCube2->Apply();
Cube2->Draw(); //Cube2->Draw();
} }
@ -138,17 +154,17 @@ void Update()
*/ */
void Stop() { void Stop() {
// Cleanup // Cleanup
Cube->VAO.Delete(); //Cube->VAO.Delete();
Cube->elementBuffer.Delete(); //Cube->elementBuffer.Delete();
Cube2->VAO.Delete(); //Cube2->VAO.Delete();
Cube2->elementBuffer.Delete(); //Cube2->elementBuffer.Delete();
delete Cube2; //delete Cube2;
delete Cube; //delete Cube;
delete matCube; //delete matCube;
delete matCube2; //delete matCube2;
delete shader; delete shader;
} }