Compare commits
3 Commits
4a84df7c3e
...
7349c0eb16
Author | SHA1 | Date | |
---|---|---|---|
7349c0eb16 | |||
19b630104c | |||
7ec13a7020 |
1
.gitattributes
vendored
1
.gitattributes
vendored
@ -1,3 +1,4 @@
|
||||
*.png filter=lfs diff=lfs merge=lfs -text
|
||||
*.webp filter=lfs diff=lfs merge=lfs -text
|
||||
*.xcf filter=lfs diff=lfs merge=lfs -text
|
||||
*.jpeg filter=lfs diff=lfs merge=lfs -text
|
||||
|
@ -6,10 +6,14 @@ buildmessage "Building editor ..."
|
||||
links{
|
||||
"YoggieEngine",
|
||||
"ImGuizmo",
|
||||
"yaml-cpp",
|
||||
"nfd"
|
||||
}
|
||||
|
||||
|
||||
|
||||
targetdir "%{wks.location}/%{prj.name}/build/%{cfg.buildcfg}"
|
||||
objdir "%{wks.location}/%{prj.name}/build/%{cfg.buildcfg}/intermediates/"
|
||||
|
||||
includedirs{
|
||||
|
||||
"../YoggieEngine/build/Debug",
|
||||
|
BIN
Editor/rsc/Yoggie2.jpeg
(Stored with Git LFS)
Normal file
BIN
Editor/rsc/Yoggie2.jpeg
(Stored with Git LFS)
Normal file
Binary file not shown.
@ -1,56 +0,0 @@
|
||||
#pragma once
|
||||
#include "../../YoggieEngine/src/YoggieEngine.h"
|
||||
#include <filesystem>
|
||||
#include <string>
|
||||
#include "uuid.h"
|
||||
|
||||
enum class ASSET_TYPE {
|
||||
Unknown = -1,
|
||||
Mesh,
|
||||
Texture,
|
||||
Material,
|
||||
Shader,
|
||||
Model,
|
||||
File
|
||||
};
|
||||
|
||||
class Asset {
|
||||
public:
|
||||
Asset(const char* name): name(name) {}
|
||||
|
||||
virtual ASSET_TYPE GetType() { return detectAssetType(); }
|
||||
|
||||
const char* GetName() const { return name.c_str(); }
|
||||
void setName(std::string& name) { name = name.c_str(); }
|
||||
void setFilPath(std::string& path) { file = std::filesystem::path(path); }
|
||||
|
||||
std::string getId() { return Id.String(); }
|
||||
|
||||
|
||||
protected:
|
||||
uuid::v4::UUID Id = uuid::v4::UUID::New();
|
||||
|
||||
std::string name;
|
||||
std::filesystem::path file;
|
||||
|
||||
|
||||
|
||||
ASSET_TYPE detectAssetType() {
|
||||
auto ext = (file.extension()).string();
|
||||
if (ext == ".obj" || ext == ".gltf" || ext == ".fbx" || ext == ".stl") {
|
||||
return ASSET_TYPE::Model;
|
||||
}
|
||||
else if (ext == ".yproj") {
|
||||
return ASSET_TYPE::File;
|
||||
}
|
||||
else if (ext == ".vs" || ext == ".fs") {
|
||||
return ASSET_TYPE::File;
|
||||
}
|
||||
else {
|
||||
spdlog::warn("unknown file!");
|
||||
return ASSET_TYPE::Unknown;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
};
|
@ -1,105 +0,0 @@
|
||||
#pragma once
|
||||
#include "../../YoggieEngine/src/YoggieEngine.h"
|
||||
#include "../EditorWindow.h"
|
||||
#include "AssetRegistry.h"
|
||||
|
||||
const char* hidden_extensions [] {
|
||||
".exe",
|
||||
".pdb",
|
||||
".idb",
|
||||
".dll",
|
||||
".ini"
|
||||
};
|
||||
|
||||
class AssetFinder : public EditorWindow {
|
||||
public:
|
||||
AssetFinder () : EditorWindow("Assets") {}
|
||||
AssetFinder(const std::filesystem::path& projectdirectory) : EditorWindow("Assets")
|
||||
{
|
||||
assetIcon = YoggieEngine::Texture("rsc/AssetIcon.png");
|
||||
|
||||
spdlog::info("asset iconID: {0}", assetIcon.GetID());
|
||||
|
||||
for (auto& dir_entry : std::filesystem::directory_iterator(projectdirectory)) {
|
||||
auto filepath = dir_entry.path();
|
||||
|
||||
if (dir_entry.is_directory() || dir_entry.is_symlink() || dir_entry.is_socket())
|
||||
continue;
|
||||
|
||||
bool has_hidden_extension = false;
|
||||
for (auto hide : hidden_extensions) {
|
||||
if (filepath.extension() == hide)
|
||||
{
|
||||
has_hidden_extension = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (has_hidden_extension)
|
||||
continue;
|
||||
|
||||
Asset asset(filepath.filename().string().c_str());
|
||||
|
||||
auto filepathStr = filepath.string();
|
||||
asset.setFilPath(filepathStr);
|
||||
spdlog::info("Created asset: {0}", asset.GetName());
|
||||
files.push_back(asset);
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void Draw() override {
|
||||
|
||||
ImGui::DragInt("IconSize", &iconSize, 1, 30, 90);
|
||||
ImGui::DragInt("Maximum Columns", &maxColumns, 1, 1, 6);
|
||||
if (ImGui::BeginTable("##resources", 3))
|
||||
{
|
||||
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.f, 0.f, 0.f, 0.f));
|
||||
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(0.f, 0.f, 0.f, 0.f));
|
||||
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(1.f, 1.f, 1.f, 0.2f));
|
||||
|
||||
|
||||
|
||||
int row = 0;
|
||||
int column = 0;
|
||||
for (auto& asset : files ) {
|
||||
if (column % 3 == 0) {
|
||||
ImGui::TableNextRow();
|
||||
column = 0;
|
||||
row++;
|
||||
}
|
||||
|
||||
ImGui::TableSetColumnIndex(column);
|
||||
|
||||
ImGui::ImageButton(
|
||||
(ImTextureID)assetIcon.GetID(),
|
||||
ImVec2{ (float)iconSize, (float)iconSize });
|
||||
ImGui::Text(asset.GetName(), row);
|
||||
|
||||
|
||||
|
||||
column++;
|
||||
}
|
||||
|
||||
|
||||
|
||||
ImGui::PopStyleColor(3);
|
||||
ImGui::EndTable();
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
std::vector <Asset> files = std::vector<Asset>();
|
||||
|
||||
int iconSize = 60;
|
||||
int maxColumns = 3;
|
||||
|
||||
YoggieEngine::Texture folderIcon;
|
||||
YoggieEngine::Texture assetIcon;
|
||||
|
||||
};
|
||||
|
@ -1,9 +0,0 @@
|
||||
#pragma once
|
||||
#include <filesystem>
|
||||
#include "../Asset.h"
|
||||
class AssetLoader {
|
||||
public:
|
||||
virtual Asset LoadAsset(std::filesystem::path& path) = 0;
|
||||
// virtual void PackageAsset(Asset& asset ) = 0;
|
||||
|
||||
};
|
@ -1,109 +0,0 @@
|
||||
#include "ModelLoader.h"
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/scene.h>
|
||||
|
||||
|
||||
|
||||
void ProcessVertices(aiMesh* mesh, std::vector<YoggieEngine::Vertex>& out_vertices) {
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
|
||||
YoggieEngine::Vertex v{};
|
||||
|
||||
glm::vec3 vector;
|
||||
vector.x = mesh->mVertices[i].x;
|
||||
vector.y = mesh->mVertices[i].y;
|
||||
vector.z = mesh->mVertices[i].z;
|
||||
|
||||
v.vertices = vector;
|
||||
|
||||
if (mesh->mTextureCoords[0]) {
|
||||
glm::vec2 texCoord;
|
||||
|
||||
texCoord.x = mesh->mTextureCoords[0][i].x;
|
||||
texCoord.y = mesh->mTextureCoords[0][i].y;
|
||||
|
||||
v.uv = texCoord;
|
||||
|
||||
}
|
||||
|
||||
out_vertices.push_back(v);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices) {
|
||||
for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
|
||||
aiFace face = mesh->mFaces[i];
|
||||
if (face.mNumIndices < 3)
|
||||
continue;
|
||||
for (unsigned int j = 0; j < face.mNumIndices; j++) {
|
||||
out_indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
YoggieEngine::Mesh processMesh(aiMesh* mesh, const aiScene* scene) {
|
||||
std::vector<unsigned int> indices;
|
||||
std::vector<YoggieEngine::Vertex> vertices;
|
||||
|
||||
ProcessVertices(mesh, vertices);
|
||||
ProcessIndices(mesh, indices);
|
||||
|
||||
YoggieEngine::Mesh result;
|
||||
result.vertices = vertices;
|
||||
result.elements = indices;
|
||||
|
||||
return result;
|
||||
|
||||
}
|
||||
|
||||
std::vector<YoggieEngine::Mesh> processNode(aiNode* node, const aiScene* scene) {
|
||||
|
||||
std::vector<YoggieEngine::Mesh> meshes = std::vector<YoggieEngine::Mesh>();
|
||||
|
||||
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
|
||||
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
||||
meshes.push_back(processMesh(mesh, scene));
|
||||
}
|
||||
|
||||
|
||||
|
||||
for (unsigned int i = 0; i < node->mNumChildren; i++) {
|
||||
auto m2 = processNode(node->mChildren[i], scene);
|
||||
|
||||
for (auto m : m2) {
|
||||
meshes.push_back(m);
|
||||
}
|
||||
}
|
||||
|
||||
return meshes;
|
||||
|
||||
|
||||
}
|
||||
|
||||
Asset ModelLoader::LoadAsset(std::filesystem::path& path) {
|
||||
|
||||
|
||||
|
||||
Assimp::Importer importer;
|
||||
|
||||
const aiScene* scene = importer.ReadFile(path.string(), aiProcess_Triangulate | aiProcess_FlipUVs);
|
||||
|
||||
aiNode* currentNode = scene->mRootNode;
|
||||
|
||||
|
||||
spdlog::info("Loading meshes!" );
|
||||
|
||||
auto meshes = processNode(currentNode, scene);
|
||||
|
||||
spdlog::info("Model file contained {0} meshes", meshes.size() );
|
||||
|
||||
|
||||
|
||||
return Asset("Mesh");
|
||||
|
||||
|
||||
|
||||
}
|
@ -1,8 +0,0 @@
|
||||
#pragma once
|
||||
#include "AssetLoader.h"
|
||||
|
||||
class ModelLoader : AssetLoader {
|
||||
public:
|
||||
Asset LoadAsset(std::filesystem::path& path);
|
||||
|
||||
};
|
@ -1,140 +0,0 @@
|
||||
#include "AssetRegistry.h"
|
||||
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <spdlog/spdlog.h>
|
||||
/*
|
||||
* this is still a very naive approach to the asset manager
|
||||
*/
|
||||
|
||||
AssetRegistry::AssetRegistry()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
void AssetRegistry::RegisterAsset(Asset& asset)
|
||||
{
|
||||
Assets.try_emplace(asset.getId() , asset);
|
||||
}
|
||||
|
||||
|
||||
void AssetRegistry::UnregisterAsset(Asset& asset) {
|
||||
Assets.erase(asset.getId());
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
YoggieEngine::Mesh* AssetRegistry::LoadFromAssetFile(const std::filesystem::path assetPath)
|
||||
{
|
||||
YoggieEngine::Mesh* imported = nullptr;
|
||||
|
||||
std::ifstream AssetFile;
|
||||
AssetFile.open(assetPath, std::ios::binary);
|
||||
if (AssetFile.is_open()) {
|
||||
|
||||
char* Header = (char*)malloc(8);
|
||||
unsigned long long Vsize = 0;
|
||||
uint32_t Vnum = 0;
|
||||
uint32_t Enum = 0;
|
||||
|
||||
// Read header
|
||||
AssetFile.read(Header, 8);
|
||||
AssetFile.read((char*)&Vsize, sizeof(unsigned long long));
|
||||
AssetFile.read((char*)&Vnum, sizeof(uint32_t));
|
||||
AssetFile.read((char*)&Enum, sizeof(uint32_t));
|
||||
|
||||
// print Header info
|
||||
spdlog::info("File has header: {0}", Header);
|
||||
spdlog::info ( "Vertex size: {0}", Vsize );
|
||||
spdlog::info("Number of Vertices: {0}" ,Vnum );
|
||||
spdlog::info ("Number of Elements: " , Enum );
|
||||
free(Header);
|
||||
|
||||
|
||||
imported = new YoggieEngine::Mesh();
|
||||
// Load Vertices (Vertex + UV )
|
||||
imported->vertices = std::vector < YoggieEngine::Vertex>();
|
||||
for (int i = 0; i < Vnum; i++)
|
||||
{
|
||||
YoggieEngine::Vertex data = YoggieEngine::Vertex();
|
||||
AssetFile.read((char*)&data, Vsize);
|
||||
|
||||
imported->vertices.push_back(data);
|
||||
|
||||
}
|
||||
|
||||
// skip x bytes
|
||||
AssetFile.ignore(sizeof(char) * 3);
|
||||
|
||||
// Load Elements
|
||||
imported->elements = std::vector<unsigned int>();
|
||||
for (int i = 0; i < Enum; i++) {
|
||||
unsigned int data = 0;
|
||||
AssetFile.read((char*)&data, sizeof(unsigned int));
|
||||
imported->elements.push_back(data);
|
||||
}
|
||||
|
||||
}
|
||||
else {
|
||||
spdlog::error( "Failed ot open mesh " );
|
||||
}
|
||||
|
||||
return imported;
|
||||
|
||||
|
||||
}
|
||||
/*
|
||||
|
||||
|
||||
YoggieEngine::Renderable* AssetRegistry::LoadFromSource(const std::filesystem::path srcPath, const std::filesystem::path assetFolder)
|
||||
{
|
||||
|
||||
* auto model = (YoggieEngine::ModelImporter()).Import(srcPath.string());
|
||||
YoggieEngine::Mesh* exportMesh = model->renderable->mesh;
|
||||
std::filesystem::path MeshFileName = assetFolder / srcPath.filename().replace_extension(".mesh");
|
||||
spdlog::info( "Save path: {0}" , MeshFileName );
|
||||
|
||||
std::ofstream meshAsset;
|
||||
meshAsset.open(MeshFileName, std::ios::binary);
|
||||
if (meshAsset.is_open()) {
|
||||
|
||||
// write a header
|
||||
static const char* HEADER = "MESH";
|
||||
meshAsset.write(HEADER, sizeof(HEADER));
|
||||
auto Vsize = sizeof(YoggieEngine::Vertex);
|
||||
spdlog::info( "size of vertex: {0}" ,Vsize );
|
||||
spdlog::info("Addr of vSize: {0}" , &Vsize );
|
||||
auto Vnum = exportMesh->vertices.size();
|
||||
auto Enum = exportMesh->elements.size();
|
||||
|
||||
meshAsset.write((char*)&Vsize, sizeof(unsigned long long));
|
||||
meshAsset.write((char*)&Vnum, sizeof(uint32_t));
|
||||
meshAsset.write((char*)&Enum, sizeof(uint32_t));
|
||||
// write all vertices
|
||||
for (auto& vertice : exportMesh->vertices)
|
||||
{
|
||||
meshAsset.write((char*)&vertice, sizeof(vertice));
|
||||
}
|
||||
|
||||
// write 3 x 0 byte
|
||||
meshAsset.write((const char*)"\0\0\0", sizeof(char) * 3);
|
||||
|
||||
// write all indices
|
||||
for (auto index : exportMesh->elements) {
|
||||
meshAsset.write((char*)&index, sizeof(index));
|
||||
}
|
||||
|
||||
|
||||
meshAsset.close();
|
||||
}
|
||||
else {
|
||||
|
||||
spdlog::error("Failed to create/open mesh file.");
|
||||
}
|
||||
|
||||
return model->renderable;
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
*/
|
@ -1,26 +0,0 @@
|
||||
#pragma once
|
||||
#include <vector>
|
||||
#include "Asset.h"
|
||||
#include "uuid.h"
|
||||
|
||||
class AssetRegistry {
|
||||
public:
|
||||
|
||||
AssetRegistry();
|
||||
//AssetRegistry(AssetPack);
|
||||
|
||||
void RegisterAsset(Asset& asset);
|
||||
void UnregisterAsset(Asset& asset);
|
||||
|
||||
|
||||
|
||||
void Update();
|
||||
|
||||
|
||||
static YoggieEngine::Mesh* LoadFromAssetFile(const std::filesystem::path assetPath);
|
||||
// static YoggieEngine::Renderable* LoadFromSource(const std::filesystem::path srcPath, const std::filesystem::path assetFolder);
|
||||
|
||||
private:
|
||||
int unique_number = 0;
|
||||
std::map<std::string , Asset> Assets = std::map<std::string, Asset> ();
|
||||
};
|
@ -1,163 +1,47 @@
|
||||
#pragma once
|
||||
#include <iostream>
|
||||
#include <mini/ini.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <nfd.h>
|
||||
|
||||
#include "AssetManagement/SceneSerializer.h"
|
||||
#include "AssetManagement/AssetFinder.h"
|
||||
#include "PropertyPanels/Inspector.h"
|
||||
#include "AssetManagement/uuid.h"
|
||||
#include "Project/Settings.h"
|
||||
#include "Console.h"
|
||||
#include "AssetManagement/AssetLoaders/ModelLoader.h"
|
||||
#include "IconsMaterialDesign.h"
|
||||
#include "Project/Project.h"
|
||||
#include <ImGuizmo.h>
|
||||
#include "EditorCamera.h"
|
||||
#include "../../YoggieEngine/src/Graphics/Memory/VertexArray.h"
|
||||
#include "../../YoggieEngine/src/Graphics/Memory/Buffer.h"
|
||||
#include <memory>
|
||||
|
||||
#include "Inspector.h"
|
||||
#include "Console.h"
|
||||
#include "IconsMaterialDesign.h"
|
||||
#include "Project.h"
|
||||
#include "EditorCamera.h"
|
||||
using namespace YoggieEngine;
|
||||
|
||||
const float movement_speed = 0.1f;
|
||||
static float lastX = 400, lastY = 300;
|
||||
const float sensitivity = 0.1;
|
||||
static bool firstMouse = true;
|
||||
|
||||
class EditorLayer : public Layer {
|
||||
|
||||
|
||||
public:
|
||||
EditorLayer() :
|
||||
Layer(),
|
||||
Logo("rsc/Yoggie.png"),
|
||||
inspector(Selected),
|
||||
scene(),
|
||||
renderer()
|
||||
EditorLayer() : Layer()
|
||||
{
|
||||
|
||||
spdlog::info("Colour attachment id: {0}", renderer.getCurrentFrameBuffer().GetColourAttachment());
|
||||
|
||||
Selected = YoggieEngine::Entity((entt::entity)-1, &scene);
|
||||
|
||||
AssetRegistry assetManager = AssetRegistry();
|
||||
// ModelLoader modelLoader = ModelLoader();
|
||||
|
||||
spdlog::info("{0}", project.GetProjectDirectory().string());
|
||||
|
||||
//auto latern = modelLoader.LoadAsset(std::filesystem::path("build/debug/Models/Latern.gltf"));
|
||||
//spdlog::info("Loaded mesh: {0}", latern.GetName());
|
||||
Logo.Load("rsc/Yoggie.png");
|
||||
Selected = YoggieEngine::Entity{ (entt::entity)-1, (scene.get()) };
|
||||
|
||||
}
|
||||
|
||||
void OnStartup() override {
|
||||
std::string path = (std::filesystem::current_path()).string();
|
||||
project.setProjectDirectory(path);
|
||||
assetsView = AssetFinder(project.GetProjectDirectory());
|
||||
scene = std::make_unique<Scene>();
|
||||
project = std::make_unique<Project>();
|
||||
project.get()->setProjectDirectory(path);
|
||||
LoadLastOrEmptyProject();
|
||||
|
||||
|
||||
auto cubePath = std::filesystem::path("build/debug/Models/cube.obj");
|
||||
|
||||
cube = (ModelLoader()).LoadAsset(cubePath);
|
||||
//Settings settings = Settings();
|
||||
//Console console = Console();
|
||||
|
||||
}
|
||||
|
||||
void OnUpdate() override {
|
||||
scene.Update();
|
||||
|
||||
auto components = scene.getReg().view<Render3DComponent>();
|
||||
for(auto component : components){
|
||||
auto& renderComponent = YoggieEngine::Entity(component, &scene).GetComponent<Render3DComponent>();
|
||||
|
||||
renderComponent.mesh = cube;
|
||||
|
||||
if (renderComponent.VAO == 0 || renderComponent.IBO == 0) {
|
||||
VertexArray va = VertexArray();
|
||||
Buffer vertexBuffer = Buffer();
|
||||
Buffer elementBuffer = Buffer();
|
||||
|
||||
va.Create();
|
||||
va.Bind();
|
||||
|
||||
vertexBuffer.createBuffer();
|
||||
vertexBuffer.Bind(false);
|
||||
vertexBuffer.setBufferData((void*)&renderComponent.mesh.vertices[0], renderComponent.mesh.vertices.size() * sizeof(Vertex), false);
|
||||
|
||||
elementBuffer.createBuffer();
|
||||
elementBuffer.Bind(true);
|
||||
elementBuffer.setBufferData((void*)&renderComponent.mesh.elements[0], renderComponent.mesh.elements.size() * sizeof(unsigned int), true);
|
||||
|
||||
va.AttachAttribute(0, 3, sizeof(Vertex));
|
||||
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
va.Unbind();
|
||||
vertexBuffer.Unbind(false);
|
||||
elementBuffer.Unbind(true);
|
||||
|
||||
renderComponent.VAO = va.getID();
|
||||
renderComponent.IBO = elementBuffer.getBufferID();
|
||||
|
||||
scene.get()->Update();
|
||||
renderer.get()->Render(*scene, *camera);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
renderer.Render(scene, *camera);
|
||||
|
||||
|
||||
}
|
||||
|
||||
bool OnKey(int key, int mode) override {
|
||||
|
||||
if (SceneisFocused) {
|
||||
spdlog::info("update camera!");
|
||||
if (key == YOGGIE_KEY_UP)
|
||||
camera->Rotation.x += movement_speed;
|
||||
|
||||
if (key == YOGGIE_KEY_DOWN)
|
||||
camera->Rotation.x -= movement_speed;
|
||||
|
||||
if (key == YOGGIE_KEY_LEFT)
|
||||
camera->Rotation.y += movement_speed;
|
||||
|
||||
if (key == YOGGIE_KEY_RIGHT)
|
||||
camera->Rotation.y -= movement_speed;
|
||||
|
||||
|
||||
|
||||
if (key == YOGGIE_KEY_A)
|
||||
camera->Position += glm::vec3(1.0f, 0.0f, 0.0f) * movement_speed;
|
||||
|
||||
if (key == YOGGIE_KEY_S)
|
||||
camera->Position += glm::vec3(0.0f, 0.0f, -1.0f) * movement_speed;
|
||||
|
||||
if (key == YOGGIE_KEY_D)
|
||||
camera->Position -= glm::vec3(1.0f, 0.0f, 0.0f) * movement_speed;
|
||||
|
||||
if (key == GLFW_KEY_W)
|
||||
camera->Position -= glm::vec3(0.0f, 0.0f, -1.0f) * movement_speed;
|
||||
|
||||
}
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
ImGuizmo::OPERATION activeOperation = ImGuizmo::OPERATION::TRANSLATE;
|
||||
|
||||
void OnUI() override {
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, { ImGui::GetWindowWidth(), 7 });
|
||||
ImGui::BeginMainMenuBar();
|
||||
@ -273,15 +157,6 @@ public:
|
||||
switch (result) {
|
||||
case(NFD_OKAY):
|
||||
{
|
||||
YoggieEngine::Mesh* importedMesh = AssetRegistry::LoadFromAssetFile(path);
|
||||
if (importedMesh != nullptr)
|
||||
{
|
||||
auto full_name = std::filesystem::path(path);
|
||||
// auto importedModel = scene.AddEntity(full_name.filename().u8string());
|
||||
// auto& rendererComponent = importedModel.AddComponent<YoggieEngine::Render3DComponent>();
|
||||
// rendererComponent.mesh = *importedMesh;
|
||||
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
@ -308,13 +183,6 @@ public:
|
||||
|
||||
ImGui::SameLine(ImGui::GetWindowWidth() - 120);
|
||||
|
||||
/*
|
||||
ImGui::PopStyleColor();
|
||||
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.1f, 0.1f, 0.1f, 0.01f));
|
||||
if (ImGui::Button(ICON_MD_MINIMIZE)) { spdlog::info("Minimize"); }
|
||||
if (ImGui::Button(ICON_MD_MAXIMIZE)) { spdlog::info("Maximize"); }
|
||||
if (ImGui::Button(ICON_MD_CLOSE)) { spdlog::info("Quit"); }
|
||||
*/
|
||||
ImGui::PopStyleColor(1);
|
||||
ImGui::PopStyleVar();
|
||||
|
||||
@ -412,7 +280,7 @@ public:
|
||||
ImGui::Begin("SceneView",nullptr,viewportWindowFlags);
|
||||
// spdlog::info("{0}x{1}", ImGui::GetWindowWidth(), ImGui::GetWindowHeight());
|
||||
SceneisFocused = ImGui::IsWindowFocused() || ImGui::IsWindowHovered();
|
||||
ImGui::Image((ImTextureID)(intptr_t)renderer.getCurrentFrameBuffer().GetColourAttachment(),
|
||||
ImGui::Image((ImTextureID)(intptr_t)renderer.get()->getCurrentFrameBuffer().GetColourAttachment(),
|
||||
ImVec2{(float)ImGui::GetWindowWidth(),(float)ImGui::GetWindowHeight()});
|
||||
|
||||
|
||||
@ -461,11 +329,11 @@ public:
|
||||
|
||||
|
||||
ImGui::Begin(ICON_MD_MENU "SceneExplorer",nullptr);
|
||||
scene.getReg().each([&](entt::entity enttNumber) {
|
||||
YoggieEngine::Entity entity = YoggieEngine::Entity(enttNumber, &scene);
|
||||
scene.get()->getReg().each([&](entt::entity enttNumber) {
|
||||
YoggieEngine::Entity entity = YoggieEngine::Entity(enttNumber, &*scene.get());
|
||||
auto id = entity.GetComponent<YoggieEngine::IdentifierComponent>();
|
||||
if (ImGui::Selectable(id.name.c_str(), entity == Selected)) {
|
||||
Selected = YoggieEngine::Entity(enttNumber, &scene);
|
||||
Selected = YoggieEngine::Entity(enttNumber, &*scene);
|
||||
|
||||
}
|
||||
});
|
||||
@ -473,13 +341,73 @@ public:
|
||||
|
||||
ImGui::End();
|
||||
|
||||
inspector.Update();
|
||||
|
||||
{
|
||||
ImGui::Begin("Asset", nullptr);
|
||||
|
||||
const char* hidden_extensions[]{
|
||||
".exe",
|
||||
".pdb",
|
||||
".idb",
|
||||
".dll",
|
||||
".ini"
|
||||
};
|
||||
|
||||
|
||||
//settings.Update();
|
||||
//console.Update();
|
||||
std::vector <Asset> files = std::vector<Asset>();
|
||||
|
||||
int iconSize = 60;
|
||||
int maxColumns = 3;
|
||||
|
||||
YoggieEngine::Texture folderIcon;
|
||||
YoggieEngine::Texture assetIcon;
|
||||
|
||||
//assetIcon = YoggieEngine::Texture("rsc/AssetIcon.png");
|
||||
|
||||
|
||||
ImGui::DragInt("IconSize", &iconSize, 1, 30, 90);
|
||||
ImGui::DragInt("Max. Columns", &maxColumns, 1, 1, 6);
|
||||
|
||||
if (ImGui::BeginTable("##Resources", 3)) {
|
||||
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.f, 0.f, 0.f, 0.f));
|
||||
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(0.f, 0.f, 0.f, 0.f));
|
||||
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(1.f, 1.f, 1.f, 0.2f));
|
||||
|
||||
int row = 0;
|
||||
int column = 0;
|
||||
for (auto& asset : files) {
|
||||
if (column % 3 == 0) {
|
||||
ImGui::TableNextRow();
|
||||
column = 0;
|
||||
row++;
|
||||
}
|
||||
|
||||
ImGui::TableSetColumnIndex(column);
|
||||
|
||||
ImGui::ImageButton(
|
||||
(ImTextureID)assetIcon.GetID(),
|
||||
ImVec2{ (float)iconSize, (float)iconSize });
|
||||
ImGui::Text(asset.Handle.String().c_str(), row);
|
||||
|
||||
|
||||
|
||||
column++;
|
||||
}
|
||||
|
||||
|
||||
|
||||
ImGui::PopStyleColor(3);
|
||||
ImGui::EndTable();
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
|
||||
}
|
||||
|
||||
|
||||
assetsView.Update();
|
||||
|
||||
ImGui::ShowDemoWindow();
|
||||
//ImGui::ShowMetricsWindow();
|
||||
@ -497,22 +425,62 @@ public:
|
||||
}
|
||||
|
||||
|
||||
|
||||
bool OnKey(int key, int mode) override {
|
||||
float movement_speed = 0.10f;
|
||||
|
||||
if (SceneisFocused) {
|
||||
if (key == YOGGIE_KEY_UP)
|
||||
camera->Rotation.x += movement_speed;
|
||||
|
||||
if (key == YOGGIE_KEY_DOWN)
|
||||
camera->Rotation.x -= movement_speed;
|
||||
|
||||
if (key == YOGGIE_KEY_LEFT)
|
||||
camera->Rotation.y += movement_speed;
|
||||
|
||||
if (key == YOGGIE_KEY_RIGHT)
|
||||
camera->Rotation.y -= movement_speed;
|
||||
|
||||
|
||||
|
||||
if (key == YOGGIE_KEY_A)
|
||||
camera->Position += glm::vec3(1.0f, 0.0f, 0.0f) * movement_speed;
|
||||
|
||||
if (key == YOGGIE_KEY_S)
|
||||
camera->Position += glm::vec3(0.0f, 0.0f, -1.0f) * movement_speed;
|
||||
|
||||
if (key == YOGGIE_KEY_D)
|
||||
camera->Position -= glm::vec3(1.0f, 0.0f, 0.0f) * movement_speed;
|
||||
|
||||
if (key == GLFW_KEY_W)
|
||||
camera->Position -= glm::vec3(0.0f, 0.0f, -1.0f) * movement_speed;
|
||||
|
||||
}
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
private:
|
||||
Inspector inspector;
|
||||
AssetFinder assetsView;
|
||||
std::unique_ptr<Inspector> inspector = std::make_unique<Inspector>(Selected);
|
||||
std::unique_ptr<Renderer> renderer = std::make_unique<Renderer>();
|
||||
std::unique_ptr<EditorCamera> camera = std::make_unique<EditorCamera>();
|
||||
std::unique_ptr<Project> project;
|
||||
std::unique_ptr<Scene> scene;
|
||||
|
||||
Texture Logo;
|
||||
|
||||
|
||||
bool SimulatePhysics = true;
|
||||
YoggieEngine::Entity Selected;
|
||||
Project project;
|
||||
Scene scene;
|
||||
char* path = nullptr;
|
||||
Texture Logo;
|
||||
Renderer renderer;
|
||||
EditorCamera* camera = new EditorCamera();
|
||||
Mesh cube ;
|
||||
bool SceneisFocused = false;
|
||||
|
||||
YoggieEngine::Entity Selected;
|
||||
ImGuizmo::OPERATION activeOperation = ImGuizmo::OPERATION::TRANSLATE;
|
||||
|
||||
char* path = nullptr;
|
||||
|
||||
void LoadLastOrEmptyProject() {
|
||||
// Check if there is a last known loaded project and
|
||||
@ -536,8 +504,8 @@ private:
|
||||
if (ini["editor"]["openlastproject"] == "TRUE")
|
||||
{
|
||||
|
||||
Project::LoadProject(ini["cache"]["project"], project);
|
||||
LoadScene(ini["cache"]["scene"], scene);
|
||||
Project::LoadProject(ini["cache"]["project"], *project);
|
||||
///LoadScene(ini["cache"]["scene"], scene);
|
||||
|
||||
}
|
||||
else
|
||||
|
@ -1,6 +1,6 @@
|
||||
#include "Inspector.h"
|
||||
#include "../TransformVec3.h"
|
||||
#include "../IconsMaterialDesign.h"
|
||||
#include "TransformVec3.h"
|
||||
#include "IconsMaterialDesign.h"
|
||||
|
||||
void Inspector::Draw()
|
||||
{
|
@ -1,6 +1,6 @@
|
||||
#pragma once
|
||||
#include "../../YoggieEngine/src/YoggieEngine.h"
|
||||
#include "../EditorWindow.h"
|
||||
#include "EditorWindow.h"
|
||||
|
||||
typedef void (*voidFunction) (void);
|
||||
|
@ -1,48 +0,0 @@
|
||||
#include "Settings.h"
|
||||
|
||||
void Settings::Draw() {
|
||||
ImGui::LabelText("##title-settings", "Fine grain control over the engine!");
|
||||
|
||||
if (ImGui::BeginCombo("Graphics API", GraphicsAPI[selectedGfxAPI])) {
|
||||
for (int i = 0; i < 3; i++) {
|
||||
bool isSelected = i == selectedGfxAPI;
|
||||
if (ImGui::Selectable(GraphicsAPI[i], isSelected)) {
|
||||
selectedGfxAPI = i;
|
||||
}
|
||||
|
||||
if (isSelected)
|
||||
ImGui::SetItemDefaultFocus();
|
||||
}
|
||||
|
||||
ImGui::EndCombo();
|
||||
}
|
||||
|
||||
ImGui::NewLine();
|
||||
|
||||
if (ImGui::BeginCombo("Physics Engine", PhysicsEngine[selectedPhysicsEngine])) {
|
||||
for (int i = 0; i < 2; i++) {
|
||||
bool isSelected = i == selectedPhysicsEngine;
|
||||
if (ImGui::Selectable(PhysicsEngine[i], isSelected)) {
|
||||
selectedGfxAPI = i;
|
||||
}
|
||||
|
||||
if (isSelected)
|
||||
ImGui::SetItemDefaultFocus();
|
||||
}
|
||||
|
||||
ImGui::EndCombo();
|
||||
}
|
||||
|
||||
ImGui::InputFloat3("Gravity", glm::value_ptr(Gravity));
|
||||
|
||||
ImGui::NewLine();
|
||||
if (ImGui::Button("Show Advanced options ")) {
|
||||
ShowAdvancedOptions = !ShowAdvancedOptions;
|
||||
}
|
||||
|
||||
if (ShowAdvancedOptions)
|
||||
{
|
||||
ImGui::Checkbox("Debug Engine", &DebugEngine);
|
||||
|
||||
}
|
||||
}
|
@ -1,30 +0,0 @@
|
||||
#pragma once
|
||||
#include "../../YoggieEngine/src/YoggieEngine.h"
|
||||
#include "../EditorWindow.h"
|
||||
|
||||
|
||||
class Settings : public EditorWindow {
|
||||
public:
|
||||
Settings() : EditorWindow("Settings") {}
|
||||
|
||||
void Draw() override;
|
||||
|
||||
private:
|
||||
int selectedGfxAPI = 0;
|
||||
int selectedPhysicsEngine = 0;
|
||||
glm::vec3 Gravity = glm::vec3(0.0f, -9.81f, 0.0f);
|
||||
bool ShowAdvancedOptions = false;
|
||||
bool DebugEngine = false;
|
||||
|
||||
const char* PhysicsEngine[2] = {
|
||||
"PhysX",
|
||||
"Jolt Physics"
|
||||
};
|
||||
|
||||
const char* GraphicsAPI[3] = {
|
||||
"OpenGL",
|
||||
"Vulkan",
|
||||
"Metal (Apple)"
|
||||
};
|
||||
|
||||
};
|
@ -12,7 +12,6 @@ public:
|
||||
void Run() override
|
||||
{
|
||||
PushLayer(new EditorLayer());
|
||||
|
||||
Application::Run();
|
||||
|
||||
}
|
||||
|
@ -1,7 +1,10 @@
|
||||
project "EngineTests"
|
||||
kind "ConsoleApp"
|
||||
language "C++"
|
||||
targetdir "bin/%{cfg.buildcfg}"
|
||||
|
||||
|
||||
targetdir "%{wks.location}/%{prj.name}/build/%{cfg.buildcfg}"
|
||||
objdir "%{wks.location}/%{prj.name}/build/%{cfg.buildcfg}/intermediates/"
|
||||
|
||||
files{"**.h", "**.cpp"}
|
||||
|
||||
|
@ -5,6 +5,8 @@ project "YoggieEngine"
|
||||
pchsource "src/YoggieEngine.cpp"
|
||||
|
||||
|
||||
targetdir "%{wks.location}/%{prj.name}/build/%{cfg.buildcfg}"
|
||||
objdir "%{wks.location}/%{prj.name}/build/%{cfg.buildcfg}/intermediates/"
|
||||
buildmessage "Building Yoggie Engine"
|
||||
disablewarnings{
|
||||
"4099" -- Ignore the missing debug signals for GLFW warning
|
||||
@ -38,7 +40,7 @@ project "YoggieEngine"
|
||||
"../libs/steam-audio/include",
|
||||
|
||||
"../libs/ImGui",
|
||||
|
||||
"../libs/yaml-cpp/include"
|
||||
}
|
||||
|
||||
links {
|
||||
@ -49,6 +51,7 @@ project "YoggieEngine"
|
||||
"assimp-vc143-mtd",
|
||||
"glfw3",
|
||||
"ImGui",
|
||||
"yaml-cpp",
|
||||
|
||||
"PhysX_64",
|
||||
"PhysXCooking_64",
|
||||
|
@ -19,15 +19,19 @@ namespace YoggieEngine {
|
||||
void GuiEnd();
|
||||
|
||||
void PushLayer(Layer* layer);
|
||||
|
||||
static Application& Get() { return *Application::instance; }
|
||||
static void HandleKey(GLFWwindow* window, int key, int scancode, int action, int mods);
|
||||
|
||||
|
||||
static void HandleMouseButton(GLFWwindow* window, int button, int action, int mods);
|
||||
static void HandleScroll(GLFWwindow* window, double xoffset, double yoffset);
|
||||
protected:
|
||||
std::string m_AppName;
|
||||
NativeWindow* appWindow;
|
||||
|
||||
LayerStack AppLayerstack;
|
||||
Layer* guiLayer;
|
||||
static Application* instance ;
|
||||
|
||||
friend class ImGuiLayer;
|
||||
|
||||
};
|
||||
|
||||
|
22
YoggieEngine/src/Assets/Asset.h
Normal file
22
YoggieEngine/src/Assets/Asset.h
Normal file
@ -0,0 +1,22 @@
|
||||
#pragma once
|
||||
#include "uuid.h"
|
||||
|
||||
|
||||
typedef uuid::v4::UUID AssetHandle;
|
||||
|
||||
|
||||
enum class AssetType {
|
||||
Unknown = -1,
|
||||
Mesh,
|
||||
Texture,
|
||||
Material,
|
||||
Shader
|
||||
};
|
||||
|
||||
struct Asset {
|
||||
AssetHandle Handle;
|
||||
|
||||
template<class T >
|
||||
static AssetType GetType(T t) { return t.GetType(); }
|
||||
virtual AssetType GetType() { return AssetType::Unknown; }
|
||||
};
|
143
YoggieEngine/src/Assets/AssetImporter.cpp
Normal file
143
YoggieEngine/src/Assets/AssetImporter.cpp
Normal file
@ -0,0 +1,143 @@
|
||||
#include <YoggieEngine.h>
|
||||
#include "AssetImporter.h"
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <assimp/scene.h>
|
||||
|
||||
namespace YoggieEngine {
|
||||
|
||||
void ProcessVertices(aiMesh* mesh, std::vector<YoggieEngine::Vertex>& out_vertices) {
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
|
||||
YoggieEngine::Vertex v{};
|
||||
|
||||
glm::vec3 vector{};
|
||||
vector.x = mesh->mVertices[i].x;
|
||||
vector.y = mesh->mVertices[i].y;
|
||||
vector.z = mesh->mVertices[i].z;
|
||||
|
||||
v.vertices = vector;
|
||||
|
||||
if (mesh->mTextureCoords[0]) {
|
||||
glm::vec2 texCoord{};
|
||||
|
||||
texCoord.x = mesh->mTextureCoords[0][i].x;
|
||||
texCoord.y = mesh->mTextureCoords[0][i].y;
|
||||
|
||||
v.uv = texCoord;
|
||||
|
||||
}
|
||||
|
||||
out_vertices.push_back(v);
|
||||
}
|
||||
}
|
||||
|
||||
void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices) {
|
||||
for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
|
||||
aiFace face = mesh->mFaces[i];
|
||||
if (face.mNumIndices < 3)
|
||||
continue;
|
||||
for (unsigned int j = 0; j < face.mNumIndices; j++) {
|
||||
out_indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
YoggieEngine::Mesh processMesh(aiMesh* mesh, const aiScene* scene) {
|
||||
std::vector<unsigned int> indices;
|
||||
std::vector<YoggieEngine::Vertex> vertices;
|
||||
|
||||
ProcessVertices(mesh, vertices);
|
||||
ProcessIndices(mesh, indices);
|
||||
|
||||
YoggieEngine::Mesh result;
|
||||
result.vertices = vertices;
|
||||
result.elements = indices;
|
||||
|
||||
return result;
|
||||
|
||||
}
|
||||
|
||||
std::vector<YoggieEngine::Mesh> processNode(aiNode* node, const aiScene* scene) {
|
||||
|
||||
std::vector<YoggieEngine::Mesh> meshes = std::vector<YoggieEngine::Mesh>();
|
||||
|
||||
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
|
||||
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
||||
meshes.push_back(processMesh(mesh, scene));
|
||||
}
|
||||
|
||||
|
||||
|
||||
for (unsigned int i = 0; i < node->mNumChildren; i++) {
|
||||
auto m2 = processNode(node->mChildren[i], scene);
|
||||
|
||||
for (auto m : m2) {
|
||||
meshes.push_back(m);
|
||||
}
|
||||
}
|
||||
|
||||
return meshes;
|
||||
|
||||
|
||||
}
|
||||
|
||||
void LoadModelFile(std::filesystem::path path) {
|
||||
Assimp::Importer importer;
|
||||
const aiScene* scene = importer.ReadFile(path.string(), aiProcess_Triangulate | aiProcess_FlipUVs);
|
||||
aiNode* currentNode = scene->mRootNode;
|
||||
auto meshes = processNode(currentNode, scene);
|
||||
}
|
||||
|
||||
bool IsSupportedImageFormat(const std::string& extension) {
|
||||
static std::vector<std::string> supported_image_extensions = { "jpeg", "jpg", "png","bmp","hdr","psd","tga","gif","pic","psd","pgm","ppm" };
|
||||
|
||||
for (auto support_extension : supported_image_extensions) {
|
||||
if (extension == support_extension)
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
Asset AssetImporter::ImportAsset(AssetMetadata& metadata) {
|
||||
|
||||
static Asset emptyAsset;
|
||||
|
||||
|
||||
// Check file extension so we can choose our loader
|
||||
if (metadata.filepath.has_extension() == true)
|
||||
{
|
||||
spdlog::error("Asset file has no extension!");
|
||||
}
|
||||
|
||||
const auto extension = metadata.filepath.extension().string();
|
||||
|
||||
// Handle as Model file
|
||||
bool IsSupportedModelFile = importer.IsExtensionSupported(extension);
|
||||
if (IsSupportedModelFile) {
|
||||
LoadModelFile(metadata.filepath);
|
||||
return emptyAsset;
|
||||
}
|
||||
|
||||
|
||||
|
||||
// Handle as Texture
|
||||
if (IsSupportedImageFormat(extension))
|
||||
{
|
||||
Texture texture;
|
||||
texture.Load(metadata.filepath.string());
|
||||
return texture;
|
||||
}
|
||||
|
||||
// Handle as shader
|
||||
if (extension == "glsl" || extension == "vert" || extension == "frag") {
|
||||
//Shader shader;
|
||||
//shader.
|
||||
return emptyAsset;
|
||||
}
|
||||
|
||||
return emptyAsset;
|
||||
|
||||
}
|
||||
};
|
12
YoggieEngine/src/Assets/AssetImporter.h
Normal file
12
YoggieEngine/src/Assets/AssetImporter.h
Normal file
@ -0,0 +1,12 @@
|
||||
#pragma once
|
||||
#include "AssetMetadata.h"
|
||||
#include <assimp/Importer.hpp>
|
||||
namespace YoggieEngine{
|
||||
class AssetImporter {
|
||||
public:
|
||||
static Asset ImportAsset(AssetMetadata& metadata);
|
||||
private:
|
||||
static Assimp::Importer importer;
|
||||
|
||||
};
|
||||
}
|
16
YoggieEngine/src/Assets/AssetManager.h
Normal file
16
YoggieEngine/src/Assets/AssetManager.h
Normal file
@ -0,0 +1,16 @@
|
||||
#pragma once
|
||||
#include <map>
|
||||
#include "AssetMetaData.h"
|
||||
|
||||
typedef std::map<AssetHandle, AssetMetadata> AssetRegistry;
|
||||
|
||||
class AssetManager {
|
||||
public:
|
||||
virtual Asset& GetAsset(AssetHandle handle) = 0;
|
||||
|
||||
protected:
|
||||
AssetRegistry Assets;
|
||||
std::map<AssetHandle, Asset> LoadedAssets;
|
||||
|
||||
|
||||
};
|
41
YoggieEngine/src/Assets/AssetManagerEditor.cpp
Normal file
41
YoggieEngine/src/Assets/AssetManagerEditor.cpp
Normal file
@ -0,0 +1,41 @@
|
||||
#include "YoggieEngine.h"
|
||||
#include "AssetManagerEditor.h"
|
||||
#include "AssetImporter.h"
|
||||
using namespace YoggieEngine;
|
||||
|
||||
Asset& AssetManagerEditor::GetAsset(AssetHandle handle)
|
||||
{
|
||||
static Asset EmptyAsset{};
|
||||
|
||||
// 1. Check if handle is valid
|
||||
if (IsAssetHandleValid(handle) == false)
|
||||
return EmptyAsset;
|
||||
|
||||
// 2. check if asset needs loading
|
||||
Asset asset;
|
||||
if (IsAssetLoaded(handle)) {
|
||||
asset = LoadedAssets.at(handle);
|
||||
}
|
||||
else {
|
||||
// Load asset
|
||||
// Get MetaData
|
||||
//auto& metadata = Assets[handle];
|
||||
|
||||
// Load Asset
|
||||
//asset = AssetImporter::ImportAsset(metadata);
|
||||
|
||||
}
|
||||
|
||||
// 3. return asset.
|
||||
return asset;
|
||||
|
||||
}
|
||||
|
||||
bool AssetManagerEditor::IsAssetHandleValid(AssetHandle handle)
|
||||
{
|
||||
return Assets.find(handle) != Assets.end();
|
||||
}
|
||||
|
||||
bool AssetManagerEditor::IsAssetLoaded(AssetHandle handle ) {
|
||||
return LoadedAssets.find(handle) != LoadedAssets.end();
|
||||
}
|
11
YoggieEngine/src/Assets/AssetManagerEditor.h
Normal file
11
YoggieEngine/src/Assets/AssetManagerEditor.h
Normal file
@ -0,0 +1,11 @@
|
||||
#pragma once
|
||||
#include "AssetManager.h"
|
||||
|
||||
class AssetManagerEditor : public AssetManager {
|
||||
public:
|
||||
Asset& GetAsset(AssetHandle handle) override;
|
||||
private:
|
||||
bool IsAssetHandleValid(AssetHandle handle);
|
||||
bool IsAssetLoaded(AssetHandle handle);
|
||||
|
||||
};
|
7
YoggieEngine/src/Assets/AssetMetadata.h
Normal file
7
YoggieEngine/src/Assets/AssetMetadata.h
Normal file
@ -0,0 +1,7 @@
|
||||
#pragma once
|
||||
#include <filesystem>
|
||||
#include "Asset.h"
|
||||
struct AssetMetadata{
|
||||
AssetHandle handle;
|
||||
std::filesystem::path filepath;
|
||||
};
|
@ -16,23 +16,33 @@ namespace uuid::v4
|
||||
class UUID
|
||||
{
|
||||
public:
|
||||
// Factory method for creating UUID object.
|
||||
static UUID New()
|
||||
UUID() {}
|
||||
// I need a better UUID class that will work as a key in std::map
|
||||
// because this won't properly work
|
||||
|
||||
bool operator() (const UUID& lhs, const UUID& rhs) const {
|
||||
return 1==1;
|
||||
}
|
||||
bool operator< (const UUID& rhs)const {
|
||||
return false;
|
||||
}
|
||||
|
||||
// method for creating UUID object.
|
||||
void generate ()
|
||||
{
|
||||
UUID uuid;
|
||||
std::random_device rd;
|
||||
std::mt19937 engine{ rd() };
|
||||
std::uniform_int_distribution<int> dist{ 0, 256 }; //Limits of the interval
|
||||
|
||||
for (int index = 0; index < 16; ++index)
|
||||
{
|
||||
uuid._data[index] = (unsigned char)dist(engine);
|
||||
_data[index] = (unsigned char)dist(engine);
|
||||
}
|
||||
|
||||
uuid._data[6] = ((uuid._data[6] & 0x0f) | 0x40); // Version 4
|
||||
uuid._data[8] = ((uuid._data[8] & 0x3f) | 0x80); // Variant is 10
|
||||
_data[6] = ((_data[6] & 0x0f) | 0x40); // Version 4
|
||||
_data[8] = ((_data[8] & 0x3f) | 0x80); // Variant is 10
|
||||
|
||||
|
||||
return uuid;
|
||||
}
|
||||
|
||||
// Returns UUID as formatted string
|
||||
@ -54,7 +64,6 @@ namespace uuid::v4
|
||||
}
|
||||
|
||||
private:
|
||||
UUID() {}
|
||||
|
||||
unsigned char _data[16] = { 0 };
|
||||
};
|
@ -1,12 +0,0 @@
|
||||
#pragma once
|
||||
namespace YoggieEngine {
|
||||
|
||||
struct Event
|
||||
{
|
||||
public:
|
||||
std::string name;
|
||||
int argc;
|
||||
void** argv;
|
||||
|
||||
};
|
||||
}
|
@ -1,28 +0,0 @@
|
||||
#include <YoggieEngine.h>
|
||||
#include "EventEmitter.h"
|
||||
|
||||
namespace YoggieEngine {
|
||||
|
||||
void EventEmitter::Subscribe(EventListener& subscriber)
|
||||
{
|
||||
subscribers.push_back(&subscriber);
|
||||
}
|
||||
|
||||
void EventEmitter::Unsubscribe(EventListener& subscriber)
|
||||
{
|
||||
subscribers.remove(&subscriber);
|
||||
}
|
||||
|
||||
void EventEmitter::EmitEvent(Event& incident)
|
||||
{
|
||||
// Notify all subscribers an event has taken place
|
||||
for (auto it = subscribers.begin(); it != subscribers.end(); ++it)
|
||||
{
|
||||
(*it)->ReceiveEvent(incident);
|
||||
}
|
||||
}
|
||||
|
||||
EventEmitter::EventEmitter() {
|
||||
subscribers = std::list<EventListener*>{};
|
||||
}
|
||||
}
|
@ -1,16 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
namespace YoggieEngine{
|
||||
class EventEmitter {
|
||||
public:
|
||||
void Subscribe(EventListener& subscriber);
|
||||
void Unsubscribe(EventListener& subscriber);
|
||||
|
||||
protected:
|
||||
std::list<EventListener*> subscribers;
|
||||
void EmitEvent(Event& incident);
|
||||
|
||||
EventEmitter();
|
||||
|
||||
};
|
||||
}
|
@ -1,9 +0,0 @@
|
||||
#pragma once
|
||||
#include "Event.h"
|
||||
namespace YoggieEngine {
|
||||
class EventListener {
|
||||
public:
|
||||
virtual void ReceiveEvent(Event& incident) = 0;
|
||||
|
||||
};
|
||||
}
|
@ -1,11 +1,42 @@
|
||||
#include <YoggieEngine.h>
|
||||
#include "OpenglAPI.h"
|
||||
namespace YoggieEngine {
|
||||
|
||||
GLenum glCheckError_(const char* file, int line) {
|
||||
GLenum errorCode;
|
||||
while ((errorCode = glGetError()) != GL_NO_ERROR) {
|
||||
std::string error;
|
||||
switch (errorCode)
|
||||
{
|
||||
case GL_INVALID_ENUM: error = "INVALID_ENUM"; break;
|
||||
case GL_INVALID_VALUE: error = "INVALID_VALUE"; break;
|
||||
case GL_INVALID_OPERATION: error = "INVALID_OPERATION"; break;
|
||||
case GL_STACK_OVERFLOW: error = "STACK_OVERFLOW"; break;
|
||||
case GL_STACK_UNDERFLOW: error = "STACK_UNDERFLOW"; break;
|
||||
case GL_OUT_OF_MEMORY: error = "OUT_OF_MEMORY"; break;
|
||||
case GL_INVALID_FRAMEBUFFER_OPERATION: error = "INVALID_FRAMEBUFFER_OPERATION"; break;
|
||||
};
|
||||
spdlog::error("{0} | {1} ({2})", error, file, line);
|
||||
}
|
||||
return errorCode;
|
||||
}
|
||||
|
||||
#ifdef DEBUG
|
||||
#define glCheckError() glCheckError_(__FILE__, __LINE__)
|
||||
#else
|
||||
#define glCheckError()
|
||||
#endif
|
||||
|
||||
void OpenGLApi::DrawTriangles(Render3DComponent rc) {
|
||||
|
||||
glBindVertexArray(rc.VAO);
|
||||
glCheckError();
|
||||
|
||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rc.IBO);
|
||||
glCheckError();
|
||||
|
||||
glDrawElements(GL_TRIANGLES, static_cast<unsigned int> (rc.mesh.elements.size()), GL_UNSIGNED_INT, 0);
|
||||
glCheckError();
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
@ -14,10 +45,12 @@ namespace YoggieEngine {
|
||||
void OpenGLApi::DrawCubeMap(unsigned int VertexAttributeObject, CubeMap CubeTexture) {
|
||||
|
||||
glDepthMask(GL_FALSE);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_CUBE_MAP, CubeTexture.getID());
|
||||
|
||||
//glCheckError(); // INVALID ENUM FOR SOME REASON
|
||||
glBindVertexArray(VertexAttributeObject);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 36);
|
||||
//glCheckError();
|
||||
glBindVertexArray(0);
|
||||
glDepthMask(GL_TRUE);
|
||||
|
||||
|
@ -1,6 +1,6 @@
|
||||
#pragma once
|
||||
#include "../Graphics/Memory/Buffer.h"
|
||||
#include "../Graphics/Memory/VertexArray.h"
|
||||
#include "../Graphics/Buffer.h"
|
||||
#include "../Graphics/VertexArray.h"
|
||||
|
||||
namespace YoggieEngine {
|
||||
|
||||
|
@ -1,9 +0,0 @@
|
||||
#pragma once
|
||||
namespace YoggieEngine {
|
||||
|
||||
struct Renderable {
|
||||
Mesh* mesh;
|
||||
Material* material;
|
||||
Texture* texture;
|
||||
};
|
||||
}
|
@ -2,13 +2,12 @@
|
||||
|
||||
#include "Renderer.h"
|
||||
#include "../Scene/Components.h"
|
||||
#include "../Graphics/Memory/Buffer.h"
|
||||
#include "../Graphics/Memory/VertexArray.h"
|
||||
#include "Renderable.h"
|
||||
#include "Memory/Framebuffer.h"
|
||||
#include "../Graphics/Buffer.h"
|
||||
#include "../Graphics/VertexArray.h"
|
||||
#include "Framebuffer.h"
|
||||
#include "../Scene/Components.h"
|
||||
#include"../Scene/Scene.h"
|
||||
#include "Primitives/Camera.h"
|
||||
#include "Camera.h"
|
||||
#include "OpenglAPI.h"
|
||||
|
||||
namespace YoggieEngine {
|
||||
@ -95,6 +94,7 @@ Renderer::Renderer() :
|
||||
};
|
||||
|
||||
skybox = CubeMap(faces);
|
||||
grassTexture.Load("build/Debug/Texture/grass.png");
|
||||
|
||||
}
|
||||
|
||||
@ -162,7 +162,7 @@ void Renderer::Render(Scene& scene , Camera MainCamera){
|
||||
|
||||
SkyboxShader.Use();
|
||||
SkyboxShader.setUniformMat4("projection", MainCamera.getProjection(width, height));
|
||||
SkyboxShader.setUniformMat4("view", glm::inverse( glm::mat4(glm::mat3(MainCamera.getTransform()))));
|
||||
SkyboxShader.setUniformMat4("view", glm::inverse(glm::mat4(glm::mat3(MainCamera.getTransform()))));
|
||||
|
||||
if (!skyboxVAO) {
|
||||
unsigned int VBO;
|
||||
@ -268,7 +268,7 @@ void Renderer::Render(Scene& scene , Camera MainCamera){
|
||||
if (transparentVAO == 0) {
|
||||
unsigned int transparentVBO;
|
||||
float transparentVertices[] = {
|
||||
// positions // texture Coords (swapped y coordinates because texture is flipped upside down)
|
||||
// positions // texture Coords
|
||||
0.0f, 0.5f, 0.0f, 0.0f, 1.0f,
|
||||
0.0f, -0.5f, 0.0f, 0.0f, 0.0f,
|
||||
1.0f, -0.5f, 0.0f, 1.0f, 0.0f,
|
||||
|
@ -3,7 +3,7 @@
|
||||
#include <vector>
|
||||
#include "../PerfCounter.h"
|
||||
#include "../Scene/Scene.h"
|
||||
#include "Memory/Framebuffer.h"
|
||||
#include "Framebuffer.h"
|
||||
|
||||
namespace YoggieEngine {
|
||||
|
||||
@ -58,7 +58,7 @@ namespace YoggieEngine {
|
||||
// blending
|
||||
Shader BlendingShader;
|
||||
CubeMap skybox;
|
||||
Texture grassTexture = Texture("build/Debug/Texture/grass.png");
|
||||
Texture grassTexture;
|
||||
|
||||
unsigned int transparentVAO = 0;
|
||||
unsigned int skyboxVAO = 0;
|
||||
|
@ -1,12 +1,17 @@
|
||||
#pragma once
|
||||
|
||||
#include "Assets/Asset.h"
|
||||
namespace YoggieEngine {
|
||||
class Shader {
|
||||
class Shader : public Asset{
|
||||
private:
|
||||
|
||||
char* readFile(const char* filePath);
|
||||
|
||||
|
||||
AssetType GetType() override{ return AssetType::Shader; }
|
||||
public:
|
||||
Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath);
|
||||
|
||||
|
||||
void Use() const;
|
||||
void setUniformMat4(std::string uniformName, const glm::mat4& matrix4)const;
|
||||
void setUniformVec4(std::string uniformName, const glm::vec4& vector4)const;
|
@ -2,7 +2,8 @@
|
||||
#include "Texture.h"
|
||||
|
||||
namespace YoggieEngine {
|
||||
Texture::Texture(const std::string texturePath , bool Transparency) {
|
||||
|
||||
void Texture::Load(const std::string texturePath, bool Transparency) {
|
||||
int channels;
|
||||
unsigned char* data = stbi_load(texturePath.c_str(), &width, &height, &channels, 0);
|
||||
|
||||
@ -30,7 +31,6 @@ namespace YoggieEngine {
|
||||
spdlog::error("Failed to load image ({0})", texturePath);
|
||||
}
|
||||
stbi_image_free(data);
|
||||
|
||||
}
|
||||
|
||||
void Texture::Bind() {
|
@ -1,14 +1,18 @@
|
||||
#pragma once
|
||||
#include "Assets/Asset.h"
|
||||
|
||||
namespace YoggieEngine {
|
||||
class Texture {
|
||||
class Texture : public Asset {
|
||||
public:
|
||||
Texture() = default;
|
||||
Texture(const std::string texturePath, bool Transparency = false);
|
||||
void Load(const std::string texturePath, bool Transparency = false);
|
||||
|
||||
void Bind();
|
||||
void Unbind();
|
||||
const unsigned int GetID() const { return Id; }
|
||||
const ImVec2 getSize() { return {(float)width, (float)height}; }
|
||||
|
||||
AssetType GetType() override { return AssetType::Texture; }
|
||||
private:
|
||||
unsigned int Id;
|
||||
int width;
|
@ -6,10 +6,6 @@ public:
|
||||
~Layer() { OnDestroy(); }
|
||||
Layer() { OnCreate(); }
|
||||
|
||||
Layer(const std::string name )
|
||||
: Name(name) {}
|
||||
|
||||
|
||||
virtual void OnUpdate(){}
|
||||
virtual void OnUI(){}
|
||||
|
||||
@ -18,6 +14,13 @@ public:
|
||||
return false;
|
||||
}
|
||||
|
||||
virtual bool OnMouseButton(int button, int action) {
|
||||
return false;
|
||||
}
|
||||
|
||||
virtual bool OnScroll(int xoffset, int yoffset) {
|
||||
return false;
|
||||
}
|
||||
|
||||
virtual void OnStartup(){}
|
||||
|
||||
@ -26,9 +29,6 @@ public:
|
||||
virtual void OnCreate() {}
|
||||
virtual void OnDestroy(){}
|
||||
|
||||
private:
|
||||
|
||||
std::string Name;
|
||||
|
||||
|
||||
};
|
@ -1,7 +1,4 @@
|
||||
#pragma once
|
||||
#include "../EventSystem/Event.h"
|
||||
#include "../EventSystem/EventListener.h"
|
||||
|
||||
namespace YoggieEngine {
|
||||
class NativeWindow {
|
||||
|
||||
|
@ -31,61 +31,11 @@ namespace YoggieEngine{
|
||||
void Scene::Start()
|
||||
{
|
||||
// Execute start functions in scripts etc....
|
||||
|
||||
}
|
||||
|
||||
void Scene::Update()
|
||||
{
|
||||
// Execute Update functions in scripts etc....
|
||||
|
||||
// Update transforms
|
||||
|
||||
auto& transforms = m_registry.view<TransformComponent>();
|
||||
transforms.each([&](auto ent, TransformComponent& transform) {
|
||||
|
||||
glm::mat4 rotationX =
|
||||
glm::rotate(
|
||||
glm::mat4(1.0f),
|
||||
glm::radians(transform.Rotation.x),
|
||||
glm::vec3(1.f, 0.f, 0.0f)
|
||||
);
|
||||
glm::mat4 rotationY =
|
||||
glm::rotate(
|
||||
glm::mat4(1.0f),
|
||||
glm::radians(transform.Rotation.y),
|
||||
glm::vec3(0.f, 1.f, 0.0f)
|
||||
);
|
||||
glm::mat4 rotationZ =
|
||||
glm::rotate(
|
||||
glm::mat4(1.0f),
|
||||
transform.Rotation.z,
|
||||
glm::vec3(0.f, 0.f, 1.0f)
|
||||
);
|
||||
|
||||
glm::mat4 rotationMatrix = rotationY * rotationX * rotationZ;
|
||||
glm::mat4 translationMatrix = glm::translate(glm::mat4(1.0f), transform.Position);
|
||||
glm::mat4 ScaleMatrix = glm::scale(glm::mat4(1.0f), transform.Scale);
|
||||
|
||||
Entity entity( ent, this );
|
||||
|
||||
|
||||
if (entity.HasComponent<RelationComponent>())
|
||||
{
|
||||
auto& entityRelation = entity.GetComponent<RelationComponent>();
|
||||
Entity parent = entityRelation.Parent;
|
||||
TransformComponent parentTransform = parent.GetComponent<TransformComponent>();
|
||||
glm::mat4 Model = translationMatrix * rotationMatrix * ScaleMatrix;
|
||||
transform.LocalTransform = parentTransform.LocalTransform * Model;
|
||||
}
|
||||
else {
|
||||
transform.LocalTransform = translationMatrix * rotationMatrix * ScaleMatrix;
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void Scene::FixedUpdate()
|
||||
|
@ -1,3 +1,4 @@
|
||||
#include <YoggieEngine.h>
|
||||
#include "SceneSerializer.h"
|
||||
#include "../../YoggieEngine/src/YoggieEngine.h"
|
||||
#include <yaml-cpp/yaml.h>
|
@ -1,16 +0,0 @@
|
||||
#pragma once
|
||||
#include <cstdint>
|
||||
|
||||
class UUID {
|
||||
|
||||
public:
|
||||
static uint64_t Generate()
|
||||
{
|
||||
return ++last;
|
||||
}
|
||||
|
||||
private:
|
||||
static uint64_t last ;
|
||||
|
||||
};
|
||||
|
@ -33,19 +33,16 @@ extern "C"
|
||||
// Main library stuff
|
||||
#include "Platform/Platform.h"
|
||||
|
||||
#include "Graphics/Primitives/Mesh.h"
|
||||
#include "Graphics/Primitives/Shader.h"
|
||||
#include "Graphics/Primitives/Texture.h"
|
||||
#include "Graphics/Primitives/CubeMap.h"
|
||||
#include "Graphics/Primitives/Camera.h"
|
||||
#include "Graphics/Primitives/Material.h"
|
||||
#include "Graphics/Mesh.h"
|
||||
#include "Graphics/Shader.h"
|
||||
#include "Graphics/Texture.h"
|
||||
#include "Graphics/CubeMap.h"
|
||||
#include "Graphics/Camera.h"
|
||||
#include "Graphics/Material.h"
|
||||
#include "Graphics/Renderer.h"
|
||||
|
||||
#include "Physics/Physics.h"
|
||||
|
||||
#include "EventSystem/EventEmitter.h"
|
||||
#include "EventSystem/EventListener.h"
|
||||
|
||||
#include "Input/Keyboard.h"
|
||||
#include "Input/InputManager.h"
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user