19 Commits

Author SHA1 Message Date
391fd5a8a8 WIP: Switching from Premake to CMake build system 2025-06-15 20:55:15 +02:00
7349c0eb16 Basics of the meta Asset Management 2023-06-05 17:48:11 +02:00
19b630104c Big clean up, getting ready for new AssetManagement
* Removing Old EventSystem
* Removing Assets from Editor project
* Clean up of EditorLayer.h
* Moving primitives of renderer out of their subfolder
2023-06-05 17:47:40 +02:00
7ec13a7020 Adding more input handlers 2023-05-17 19:41:48 +02:00
4a84df7c3e Ignore more dirty submodules 2023-05-16 22:06:45 +02:00
a297c7cb3a Adding googletest as a submodule 2023-05-16 22:04:32 +02:00
8ef886df83 Clean up layer stack code, input now goes through each layer 2023-05-16 21:59:10 +02:00
817d0bdca9 Adding tests for decompose function
Added scale and rotation decompose test
2023-05-16 20:43:05 +02:00
c640ac574b Fixed translation issue with Imguizmo 2023-05-16 20:18:26 +02:00
0b2148ad55 Adding more things to .gitignore 2023-05-13 21:37:53 +02:00
95f77209cf Fixing lvalue errors on linux build
nfd is not yet linking on Linux
2023-05-13 21:33:57 +02:00
f7e087ee8d remove yaml-cpp from root directory, Add tests project 2023-05-13 20:13:25 +02:00
e52db0fafd Remove Runtime Project 2023-05-13 20:10:47 +02:00
5bdc0034d1 Moving premake5.lua build file to their individual submodule folder 2023-05-13 20:10:25 +02:00
ceb485018f Rudimentary implementation of the translate,Rotate,Scale tools 2023-05-13 18:10:24 +02:00
daf26c304b Added a few thing , and started simplifying renderer
- Added context menu to Inspector
- Added check to see if project path exists.
- Simplifying the renderer design
2023-05-13 01:31:37 +02:00
550c1b6e5b Updated Editor architecture
- Everything editor related will be happening in EditorLayer
- Added an icon font
- Added proper icon
- Added project badge in main menu bar
- Texture class now keeps track of the texture width and height
2023-05-11 20:27:07 +02:00
c82398205a Script component inspector, glfwErrorCallback etc...
* Filling out script component inspector
* adding error_callback for glfw
* Measuring gflwInit time
* Moving Swap interval set to be after making context current
2023-05-09 19:38:53 +02:00
43fc721413 Replacing a few std::cout with spdlog::info/error 2023-05-09 19:36:34 +02:00
108 changed files with 3870 additions and 2269 deletions

1
.gitattributes vendored
View File

@ -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

3
.gitignore vendored
View File

@ -22,3 +22,6 @@ libs/physx/physx/compiler/
libs/physx/physx/buildtools/
libs/physx/physx/bin/
libs/nativefiledialog/build/
.docker
**/bin/

6
.gitmodules vendored
View File

@ -14,6 +14,7 @@
[submodule "ImGui"]
path = libs/ImGui
url = https://github.com/ocornut/imgui.git
ignore = dirty
[submodule "assimp"]
path = libs/assimp
url = https://github.com/assimp/assimp.git
@ -31,9 +32,11 @@
[submodule "libs/guizmo"]
path = libs/guizmo
url = https://github.com/CedricGuillemet/ImGuizmo.git
ignore = dirty
[submodule "libs/yaml-cpp"]
path = libs/yaml-cpp
url = https://git.barink.dev/Nigel/yaml-cpp.git
ignore = dirty
[submodule "libs/nativefiledialog"]
path = libs/nativefiledialog
url = https://git.barink.dev/Nigel/nativefiledialog.git
@ -44,3 +47,6 @@
[submodule "libs/imgui-filebrowser"]
path = libs/imgui-filebrowser
url = https://github.com/AirGuanZ/imgui-filebrowser.git
[submodule "libs/googletest"]
path = libs/googletest
url = https://github.com/google/googletest.git

21
CmakeLists.txt Normal file
View File

@ -0,0 +1,21 @@
CMAKE_MINIMUM_REQUIRED (VERSION 4.0)
project(Yoggie)
set(EXPORT_COMPILE_COMMANDS_JSON ON)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
if(MSVC)
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /wd4099")
else()
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wclass-struct-conversion")
endif()
add_compile_definitions(_CRT_SECURE_NO_WARNINGS)
add_compile_definitions(GLFW_STATIC)
add_subdirectory(Editor)
add_subdirectory(SandboxApp)
include(libraries.cmake)
add_subdirectory(YoggieEngine)

1
Editor/.gitignore vendored Normal file
View File

@ -0,0 +1 @@
**.dll

17
Editor/CMakeLists.txt Normal file
View File

@ -0,0 +1,17 @@
file(GLOB SOURCE_FILES "src/*.cpp")
file(GLOB HEADER_FILES "src/*.h")
add_executable(Editor ${SOURCE_FILES} "../libs/glad/src/glad.c" ${HEADER_FILES})
target_include_directories(Editor PRIVATE
"../YoggieEngine/src"
"../libs/guizmo"
)
target_link_directories(Editor PRIVATE
"../libs/ImGui/build/Release"
"../libs/guizmo/build/Release" )
target_link_libraries(Editor
thirdparty_tools
YoggieEngine
ImGui
ImGuizmo
)

View File

@ -1,47 +0,0 @@
project "Editor"
kind "ConsoleApp"
buildmessage "Building editor ..."
links{
"YoggieEngine",
"ImGuizmo",
"yaml-cpp",
"nfd.lib"
}
includedirs{
"../YoggieEngine/build/Debug",
-- I'd prefer if didn't need these..
-- We'll figure that out some time later
"../libs/physx/physx/include",
"../libs/physx/pxshared/include",
incfolder["lua"],
incfolder["spdlog"],
incfolder["glm"],
incfolder["assimp"],
incfolder["glad"],
incfolder["glfw"],
incfolder["imgui"],
incfolder["imguizmo"],
incfolder["entt"],
incfolder["yamlcpp"],
incfolder["nativefiledialog"],
incfolder["mINI"]
}
libdirs {
staticlib["yoggie"],
staticlib["nativefiledialog"]
}
files {
"../libs/glad/src/glad.c",
"./src/**.h",
"./src/**.cpp"
}

BIN
Editor/rsc/Yoggie.png (Stored with Git LFS) Normal file

Binary file not shown.

BIN
Editor/rsc/Yoggie2.jpeg (Stored with Git LFS) Normal file

Binary file not shown.

View File

@ -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 {
std::cout << "unknown file!" << std::endl;
return ASSET_TYPE::Unknown;
}
}
};

View File

@ -1,100 +0,0 @@
#pragma once
#include "../../YoggieEngine/src/YoggieEngine.h"
#include "EditorWindow.h"
#include "AssetManagement/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")
{
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());
asset.setFilPath(filepath.string());
spdlog::info("Created asset: {0}", asset.GetName());
files.push_back(asset);
}
}
void Draw() override {
//assetIcon = YoggieEngine::Texture("rsc/AssetIcon.png");
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();
const GLuint textures[2]{ assetIcon.GetID(), folderIcon.GetID() };
glDeleteTextures(2, textures);
}
}
private:
std::vector <Asset> files = std::vector<Asset>();
int iconSize = 60;
int maxColumns = 3;
YoggieEngine::Texture folderIcon;
YoggieEngine::Texture assetIcon;
};

View File

@ -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;
};

View File

@ -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;
std::cout << "Loading meshes!" << std::endl;
auto meshes = processNode(currentNode, scene);
std::cout << "Model file contained " << meshes.size() << " meshes" << std::endl;
return Asset("Mesh");
}

View File

@ -1,8 +0,0 @@
#pragma once
#include "AssetLoader.h"
class ModelLoader : AssetLoader {
public:
Asset LoadAsset(std::filesystem::path& path);
};

View File

@ -1,139 +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
std::cout << "File has header: " << Header << std::endl;
std::cout << "Vertex size: " << Vsize << std::endl;
std::cout << "Number of Vertices: " << Vnum << std::endl;
std::cout << "Number of Elements: " << Enum << std::endl;
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 {
std::cout << "Failed ot open mesh " << std::endl;
}
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");
std::cout << "Save path: " << MeshFileName << std::endl;
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);
std::cout << "size of vertex: " << Vsize << std::endl;
std::cout << "Addr of vSize: " << &Vsize << std::endl;
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;
}

View File

@ -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> ();
};

View File

@ -31,9 +31,9 @@ public:
location = std::string(path);
break;
case(NFD_CANCEL):
std::cout << "NFD_CANCEL" << std::endl;
spdlog::info("NFD_CANCEL" );
case (NFD_ERROR):
std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
spdlog::error("NFD_Error: {0}" , NFD_GetError() );
break;
};

View File

@ -8,24 +8,11 @@ public:
Right = glm::vec3(-1.0f, 0.0f, 0.0f);
Up = glm::vec3(0.0f, 1.0f, 0.0f);
projection = glm::perspective(glm::radians(65.0f), (800.0f / 600.0f), 0.001f, 100.0f);
view = glm::translate(glm::mat4(1.0f), Position) * glm::toMat4(glm::quat(Rotation));
}
void Update() {
view = glm::translate(glm::mat4(1.0f), Position) * glm::toMat4(glm::quat(Rotation));
}
glm::vec3 Position;
glm::vec3 Rotation;
private:
glm::vec3 Front;
glm::vec3 Right;
glm::vec3 Up;

View File

@ -1,123 +1,487 @@
#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 "AssetManagement/SceneSerializer.h"
#include "AssetManagement/AssetRegistry.h"
#include "Views/Viewport.h"
#include "PropertyPanels/SceneExplorer.h"
#include "AssetManagement/AssetFinder.h"
#include "MainMenuBar.h"
#include "PropertyPanels/Inspector.h"
#include "Project/ProjectInfo.h"
#include "Runtime/RuntimeControls.h"
#include "AssetManagement/uuid.h"
#include "Project/Settings.h"
#include "Console.h"
#include "AssetManagement/AssetLoaders/ModelLoader.h"
#include <nfd.h>
#include <ImGuizmo.h>
#include <memory>
#include "Inspector.h"
#include "Console.h"
#include "IconsMaterialDesign.h"
#include "Project.h"
#include "EditorCamera.h"
using namespace YoggieEngine;
class EditorLayer : public Layer {
public:
EditorLayer():
Layer(),
rc(),
sceneview(scene, Selected),
explorer(Selected, scene),
inspector (Selected)
EditorLayer() : Layer()
{
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();
AssetRegistry assetManager = AssetRegistry();
ModelLoader modelLoader = ModelLoader();
std::cout << project.GetProjectDirectory() << std::endl;
auto latern = modelLoader.LoadAsset(std::filesystem::path("build/debug/Models/Latern.gltf"));
std::cout << "Loaded mesh: " << latern.GetName() << std::endl;
//ProjectInfo projectInfo(project);
//Settings settings = Settings();
//Console console = Console();
Selected = YoggieEngine::Entity((entt::entity)-1, &scene);
}
void OnUpdate() override {
scene.Update();
if (sceneview.isFocused) {
UpdateSceneCamera(sceneview);
std::cout << "Scene view in Focus!\r";
}
scene.get()->Update();
renderer.get()->Render(*scene, *camera);
}
void OnUI() override {
{
MainMenuBar menuBar = MainMenuBar();
menuBar.ApplicationMenu(project);
menuBar.SceneMenu(project, scene);
menuBar.SelectMenu();
menuBar.WindowMenu();
menuBar.DebugMenu();
menuBar.Help();
void OnUI() override {
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, { ImGui::GetWindowWidth(), 7 });
ImGui::BeginMainMenuBar();
int scaleFactor = 30;
ImGui::Image((ImTextureID)Logo.GetID(), { Logo.getSize().x / scaleFactor , Logo.getSize().y / scaleFactor });
ImGui::PopStyleVar();
if (ImGui::BeginMenu("App")) {
if (ImGui::MenuItem("Load Project"))
{
nfdresult_t result = NFD_OpenDialog({ "yproj" }, NULL, &path);
switch (result) {
case(NFD_OKAY):
//Project::LoadProject(path, project);
//AssetRegistry::setAssetPath(project.GetProjectDirectory());
//AssetRegistry::BuildAssetView();
break;
case(NFD_CANCEL):
break;
case(NFD_ERROR):
spdlog::error("NFD_Error: {0}", NFD_GetError());
break;
}
}
if (ImGui::MenuItem("Save project as...")) {
nfdresult_t result = NFD_SaveDialog({ "yproj" }, NULL, &path);
switch (result) {
case(NFD_OKAY):
spdlog::info("Save as: {0}", path);
//Project::SaveProject(path, project);
break;
case(NFD_CANCEL):
break;
case(NFD_ERROR):
spdlog::error("NFD_Error: {0}", NFD_GetError());
break;
}
}
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Scene")) {
if (ImGui::MenuItem("Save scene"))
{
nfdresult_t result = NFD_SaveDialog({ "yscene" }, NULL, &path);
switch (result) {
case(NFD_OKAY):
//SaveScene(path, scene);
//project.AddScene(scene);
break;
case(NFD_CANCEL):
break;
case(NFD_ERROR):
std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
break;
}
}
if (ImGui::MenuItem("Load scene"))
{
auto result = NFD_OpenDialog({ "yscene" }, NULL, &path);
switch (result) {
case (NFD_OKAY):
//LoadScene(path, scene);
break;
case(NFD_CANCEL):
break;
case(NFD_ERROR):
std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
break;
}
}
if (ImGui::MenuItem("Add Entity"))
{
//scene.AddEntity("New Entity");
}
if (ImGui::MenuItem("Import Model"))
{
auto result = NFD_OpenDialog("obj,fbx,gltf", NULL, &path);
switch (result) {
case(NFD_OKAY):
// Import Model
/*
AssetRegistry::LoadFromSource(
path,
"build/Debug/Assets"//project.get()->GetProjectDirectory() / "Assets"
);
*/
break;
case(NFD_CANCEL):
break;
case(NFD_ERROR):
std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
break;
}
}
if (ImGui::MenuItem("Import MeshAsset (temp)"))
{
auto result = NFD_OpenDialog("mesh", NULL, &path);
switch (result) {
case(NFD_OKAY):
{
}
break;
case(NFD_CANCEL):
spdlog::debug("User cancelled action");
break;
case(NFD_ERROR):
spdlog::warn("Something went wrong!");
break;
}
}
ImGui::EndMenu();
}
//projectInfo.Update();
sceneview.Update();
rc.Update();
explorer.Update();
//settings.Update();
inspector.Update();
//console.Update();
ImGui::SameLine(ImGui::GetWindowWidth() / 4 * 3);
assetsView.Update();
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.3f, 0.3f, 0.3f, 1.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f);
ImGui::Button(ICON_MD_ROCKET_LAUNCH "Project");
ImGui::SameLine(ImGui::GetWindowWidth() - 120);
ImGui::PopStyleColor(1);
ImGui::PopStyleVar();
ImGui::EndMainMenuBar();
ImGui::Begin("RuntimeControls");
ImGui::BeginGroup();
ImGui::SameLine();
ImGui::Text(ICON_MD_TRANSFORM);
auto spacing = 10;
float buttonWidth = 75.0f;
float buttonHeight = 30;
float ColorIntensity = 0.5f;
float ColorIntensityHovered = 0.75;
float ColorIntensityActive = 0.85;
float yPadding = 6.f;
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2{0, yPadding });
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4{ 0.0f,ColorIntensity ,0.0f ,1.0f });
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4{ 0.0f,ColorIntensityHovered ,0.0f ,1.0f });
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4{ 0.0f,ColorIntensityActive ,0.0f ,1.0f });
ImGui::SameLine(0, spacing);
if (ImGui::Button("Translate", { buttonWidth,buttonHeight }))
activeOperation = ImGuizmo::OPERATION::TRANSLATE;
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2{ 0, yPadding });
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4{ ColorIntensity, 0.0f ,0.0f ,1.0f });
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4{ ColorIntensityHovered, 0.0f ,0.0f ,1.0f });
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4{ ColorIntensityActive, 0.0f ,0.0f ,1.0f });
ImGui::SameLine(0, spacing);
if (ImGui::Button("Rotate", { buttonWidth,buttonHeight }))
activeOperation = ImGuizmo::OPERATION::ROTATE;
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2{ 0, yPadding });
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4{ 0.0f, 0.0f ,ColorIntensity ,1.0f });
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4{ 0.0f, 0.0f ,ColorIntensityHovered ,1.0f });
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4{ 0.0f, 0.0f ,ColorIntensityActive ,1.0f });
ImGui::SameLine(0, spacing);
if (ImGui::Button("Scale", { buttonWidth,buttonHeight }))
activeOperation = ImGuizmo::OPERATION::SCALE;
ImGui::PopStyleColor(9);
ImGui::PopStyleVar(3);
ImGui::EndGroup();
ImGui::SameLine((ImGui::GetWindowContentRegionMax().x / 2) - (90));
auto color = ImVec4{ 0.001 * 12 , 0.001 * 201 , 0.001 * 69, 1.0f };
ImGui::PushStyleColor(ImGuiCol_Button, color);
const float strengthIncrease = 1.5f;
ImGui::PushStyleColor(
ImGuiCol_ButtonHovered,
ImVec4{
color.x * strengthIncrease,
color.y * strengthIncrease,
color.z * strengthIncrease,
color.w
}
);
if (ImGui::Button(ICON_MD_PLAY_ARROW, { 90,25 })) {
// Play game
}
ImGui::PopStyleColor(2);
ImGui::SameLine();
color = ImVec4{ 0.001 * 14, 0.001 * 157, 0.001 * 201, 1.0f };
ImGui::PushStyleColor(ImGuiCol_Button, color);
ImGui::PushStyleColor(
ImGuiCol_ButtonHovered,
ImVec4{
color.x * strengthIncrease,
color.y * strengthIncrease,
color.z * strengthIncrease,
color.w
}
);
if (ImGui::Button(ICON_MD_ELECTRIC_BOLT, { 90,25 })) {
// Simulate physics
}
ImGui::PopStyleColor(2);
ImGui::End();
unsigned int viewportWindowFlags = ImGuiWindowFlags_NoTitleBar
| ImGuiWindowFlags_NoDecoration
| ImGuiWindowFlags_NoScrollbar
| ImGuiWindowFlags_NoMove
| ImGuiWindowFlags_NoCollapse;
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2{ 0,0 });
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.get()->getCurrentFrameBuffer().GetColourAttachment(),
ImVec2{(float)ImGui::GetWindowWidth(),(float)ImGui::GetWindowHeight()});
//ImGuizmo::ViewManipulate(glm::value_ptr(cameraView), 1, ImGui::GetWindowPos(), { 90,90 }, 0x22CCCCCCC);
if(Selected.isValid()){
ImGuizmo::SetOrthographic(false);
ImGuizmo::SetDrawlist();
ImGuizmo::SetRect(ImGui::GetWindowPos().x, ImGui::GetWindowPos().y, ImGui::GetWindowWidth(), ImGui::GetWindowHeight());
const auto& ProjMatrix = camera->getProjection(ImGui::GetWindowWidth(), ImGui::GetWindowHeight());
const glm::mat4& viewMatrix = glm::inverse(camera->getTransform());
auto& tc = Selected.GetComponent<YoggieEngine::TransformComponent>();
auto transform = tc.GetTransform();
ImGuizmo::Manipulate(
glm::value_ptr(viewMatrix),
glm::value_ptr(ProjMatrix),
activeOperation, ImGuizmo::LOCAL, glm::value_ptr(transform));
if (ImGuizmo::IsUsing())
{
tc.Decompose(transform);
}
}
ImGui::End();
ImGui::PopStyleVar();
ImGui::Begin("EditorCamera");
ImGui::SliderFloat3("position", glm::value_ptr(camera->Position), -50, 50);
ImGui::End();
ImGui::Begin(ICON_MD_MENU "SceneExplorer",nullptr);
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);
}
});
ImGui::End();
{
ImGui::Begin("Asset", nullptr);
const char* hidden_extensions[]{
".exe",
".pdb",
".idb",
".dll",
".ini"
};
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();
}
ImGui::ShowDemoWindow();
//ImGui::ShowMetricsWindow();
}
void OnCreate() override {
std::cout << " Layer Create!" << std::endl;
spdlog::info(" Layer Create!" );
}
void OnDestroy() override {
std::cout << " Layer Destroy!" << std::endl;
spdlog::info( " Layer Destroy!" );
}
private:
RuntimeControls rc;
Viewport sceneview ;
SceneExplorer explorer;
Inspector inspector;
AssetFinder assetsView;
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:
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;
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
// load that one .
@ -140,8 +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
@ -150,98 +514,4 @@ private:
}
}
void UpdateSceneCamera(Viewport& sceneview) {
const float movement_speed = 0.01f;
static float lastX = 400, lastY = 300;
const float sensitivity = 0.1;
static bool firstMouse = true;
/*
if (MouseButtonPressed(YOGGIE_MOUSE_BUTTON_RIGHT)) {
glfwSetInputMode((GLFWwindow*)appWindow->GetHandle(), GLFW_CURSOR, GLFW_CURSOR_HIDDEN);
auto newX = getCursorPosX(appWindow);
auto newY = getCursorPosY(appWindow);
if (firstMouse)
{
lastX = newX;
lastY = newY;
firstMouse = false;
}
float xoffset = newX - lastX;
float yoffset = newY - lastY;
lastX = newX;
lastY = newY;
xoffset *= sensitivity;
yoffset *= sensitivity;
sceneview.cam.Rotation.x += (xoffset / 2);
sceneview.cam.Rotation.y += (xoffset /2);
sceneview.cam.Rotation.z += yoffset;
if (sceneview.cam.pitch > 89.0f)
sceneview.cam.pitch = 89.0f;
if (sceneview.cam.pitch < -89.0f)
sceneview.cam.pitch = -89.0f;
}
else if (firstMouse == false)
{
glfwSetInputMode((GLFWwindow*)appWindow->GetHandle(), GLFW_CURSOR, GLFW_CURSOR_NORMAL);
firstMouse = true;
}
*/
EditorCamera& cam = sceneview.GetCamera();
if (keyIsPressed(YOGGIE_KEY_UP))
cam.Rotation.x += movement_speed;
if (keyIsPressed(YOGGIE_KEY_DOWN))
cam.Rotation.x -= movement_speed;
if (keyIsPressed(YOGGIE_KEY_LEFT))
cam.Rotation.y += movement_speed;
if (keyIsPressed(YOGGIE_KEY_RIGHT))
cam.Rotation.y -= movement_speed;
cam.Update();
/*
// Check for Camara movement input here!
if (keyIsPressed(YOGGIE_KEY_W))
sceneview.cam.Position -= sceneview.cam.Front * movement_speed;
if (keyIsPressed(YOGGIE_KEY_A))
sceneview.cam.Position += sceneview.cam.Right * movement_speed;
if (keyIsPressed(YOGGIE_KEY_S))
sceneview.cam.Position += sceneview.cam.Front * movement_speed;
if (keyIsPressed(YOGGIE_KEY_D))
sceneview.cam.Position -= sceneview.cam.Right * movement_speed;
*/
}
};

View File

@ -9,7 +9,8 @@ public:
void Update()
{
ImGui::Begin(name.c_str(), false, flags);
ImGui::Begin(name.c_str(), nullptr, flags);
Draw();
ImGui::End();
}

File diff suppressed because it is too large Load Diff

View File

@ -1,5 +1,6 @@
#include "Inspector.h"
#include "../TransformVec3.h"
#include "TransformVec3.h"
#include "IconsMaterialDesign.h"
void Inspector::Draw()
{
@ -56,6 +57,28 @@ void Inspector::ShowComponents()
if (selected.HasComponent<YoggieEngine::TransformComponent>()) {
auto& transform = selected.GetComponent<YoggieEngine::TransformComponent>();
if (ImGui::CollapsingHeader("Transform", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4{ 1.0, 1.0f, 1.0f, 0.0f });
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4{ 1.0, 1.0f, 1.0f, 0.0f });
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4{ 1.0, 1.0f, 1.0f, 0.0f });
ImGui::SetCursorPosX(ImGui::GetContentRegionMax().x - 20);
ImGui::Button(ICON_MD_SETTINGS, { 20,20 });
ImGui::OpenPopupOnItemClick("##myContext", ImGuiPopupFlags_MouseButtonRight);
if (ImGui::BeginPopupContextWindow("##myContext")) {
if (ImGui::MenuItem("Reset")) {
spdlog::info("Reset component");
}
if (ImGui::MenuItem("Copy Component")) {
spdlog::info("Copy component");
}
ImGui::EndPopup();
}
ImGui::PopStyleColor(3);
/*
ImGui::DragFloat3("Position", glm::value_ptr(transform.Position), 0.1f);
ImGui::DragFloat3("Rotation", glm::value_ptr(transform.Rotation), 0.1f);
@ -134,9 +157,29 @@ void Inspector::ShowComponents()
}
if (selected.HasComponent<YoggieEngine::ScriptComponent>()) {
ComponentView("Scripting", [] {
ImGui::LabelText("##--", "Hello scripting");
});
const char* AssetNames[]{ "Script 1" , "Script 2" };
if (ImGui::CollapsingHeader("Script", ImGuiTreeNodeFlags_Leaf)) {
if (ImGui::Button("Select Renderable Asset"))
ImGui::OpenPopup("Scripts_list_popup");
if (ImGui::BeginPopup("Scripts_list_popup")) {
ImGui::Text("None");
ImGui::Separator();
for (int i = 0; i < IM_ARRAYSIZE(AssetNames); i++) {
if (ImGui::Selectable(AssetNames[i]))
{
}
}
ImGui::EndPopup();
}
ImGui::SameLine();
std::string scriptAssetId = "<Random_GUID>";
ImGui::InputText("asset", scriptAssetId.data(), scriptAssetId.length(), ImGuiInputTextFlags_ReadOnly | ImGuiInputTextFlags_AutoSelectAll);
}
}
}

View File

@ -1,6 +1,6 @@
#pragma once
#include "../../YoggieEngine/src/YoggieEngine.h"
#include "../EditorWindow.h"
#include "EditorWindow.h"
typedef void (*voidFunction) (void);

View File

@ -1,194 +0,0 @@
#include "MainMenuBar.h"
#include <nfd.h>
#include "AssetManagement/AssetRegistry.h"
MainMenuBar::MainMenuBar()
{
ImGui::BeginMainMenuBar();
}
void MainMenuBar::ApplicationMenu(Project& project) {
if (ImGui::BeginMenu("Application")) {
if (ImGui::MenuItem("Load Project"))
{
nfdresult_t result = NFD_OpenDialog({ "yproj" }, NULL, &path);
switch (result) {
case(NFD_OKAY):
Project::LoadProject(path, project);
//AssetRegistry::setAssetPath(project.GetProjectDirectory());
//AssetRegistry::BuildAssetView();
break;
case(NFD_CANCEL):
break;
case(NFD_ERROR):
std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
break;
}
}
if (ImGui::MenuItem("Save project as...")) {
nfdresult_t result = NFD_SaveDialog({ "yproj" }, NULL, &path);
switch (result) {
case(NFD_OKAY):
std::cout << "Save as: " << path << std::endl;
Project::SaveProject(path, project);
break;
case(NFD_CANCEL):
break;
case(NFD_ERROR):
std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
break;
}
}
if (ImGui::MenuItem("Preferences"))
{
}
if (ImGui::MenuItem("Exit"))
{
// TODO: Exit application
}
ImGui::EndMenu();
}
}
void MainMenuBar::SceneMenu(Project& project, YoggieEngine::Scene& scene) {
if (ImGui::BeginMenu("Scene")) {
if (ImGui::MenuItem("Save scene"))
{
nfdresult_t result = NFD_SaveDialog({ "yscene" }, NULL, &path);
switch (result) {
case(NFD_OKAY):
SaveScene(path, scene);
project.AddScene(scene);
break;
case(NFD_CANCEL):
break;
case(NFD_ERROR):
std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
break;
}
}
if (ImGui::MenuItem("Load scene"))
{
auto result = NFD_OpenDialog({ "yscene" }, NULL, &path);
switch (result) {
case (NFD_OKAY):
LoadScene(path, scene);
break;
case(NFD_CANCEL):
break;
case(NFD_ERROR):
std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
break;
}
}
if (ImGui::MenuItem("Add Entity"))
{
scene.AddEntity("New Entity");
}
if (ImGui::MenuItem("Import Model"))
{
auto result = NFD_OpenDialog("obj,fbx,gltf", NULL, &path);
switch (result) {
case(NFD_OKAY):
// Import Model
AssetRegistry::LoadFromSource(
path,
"build/Debug/Assets"//project.get()->GetProjectDirectory() / "Assets"
);
break;
case(NFD_CANCEL):
break;
case(NFD_ERROR):
std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
break;
}
}
if (ImGui::MenuItem("Import MeshAsset (temp)"))
{
auto result = NFD_OpenDialog("mesh", NULL, &path);
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;
case(NFD_CANCEL):
spdlog::debug("User cancelled action");
break;
case(NFD_ERROR):
spdlog::warn("Something went wrong!");
break;
}
}
ImGui::EndMenu();
}
}
void MainMenuBar::DebugMenu()
{
if (ImGui::BeginMenu("Debug")) {
ImGui::EndMenu();
}
}
void MainMenuBar::SelectMenu() {
if (ImGui::BeginMenu("Select")) {
ImGui::EndMenu();
}
}
void MainMenuBar::WindowMenu() {
if (ImGui::BeginMenu("Window")) {
ImGui::EndMenu();
}
}
void MainMenuBar::Help() {
if (ImGui::BeginMenu("Help")) {
ImGui::EndMenu();
}
}
MainMenuBar::~MainMenuBar()
{
ImGui::EndMainMenuBar();
}

View File

@ -1,30 +0,0 @@
#pragma once
#include <imgui.h>
#include "AssetManagement/SceneSerializer.h"
#include "../../YoggieEngine/src/Scene/Scene.h"
#include "Project/Project.h"
class MainMenuBar {
public:
MainMenuBar();
void ApplicationMenu(Project& project);
void SceneMenu(Project& project, YoggieEngine::Scene& scene);
void DebugMenu();
void SelectMenu();
void WindowMenu();
void Help();
~MainMenuBar();
private:
char* path = nullptr;
};

View File

@ -31,6 +31,11 @@ void Project::SaveProject(std::filesystem::path path, Project& project)
void Project::LoadProject(std::filesystem::path path, Project& project)
{
if (!std::filesystem::exists(path)) {
throw std::runtime_error("Couldn't find project file!");
}
std::string YAMLProject;
std::stringstream sstream;
std::ifstream projectFile;
@ -47,7 +52,7 @@ void Project::LoadProject(std::filesystem::path path, Project& project)
// this is probably not perfect but it seems to work for now
project = node.as<Project>();
std::cout << "loading..." << project.Name << std::endl;
spdlog::info("loaded project {0}", project.Name);
@ -63,8 +68,13 @@ namespace YAML {
{
if (!node.IsMap())
return false;
rhs.setName(node["Project"].as<std::string>());
rhs.setProjectDirectory(node["Directory"].as<std::string>());
std::string projectName = node["Project"].as<std::string>();
rhs.setName(projectName);
std::string projectDirectory = node["Directory"].as<std::string>();
rhs.setProjectDirectory(projectDirectory);

View File

@ -9,7 +9,7 @@ class Project {
public:
Project() = default;
Project(const std::string& name): Name(name){}
~Project() { std::cout << "Unloading project..." << Name << std::endl; }
~Project() { spdlog::info("Unloading project {0}...", Name);}
void setName(std::string& name) { Name = name; }
const std::string& GetName()const { return Name; }

View File

@ -1,7 +0,0 @@
#include "ProjectInfo.h"
void ProjectInfo::Draw()
{
ImGui::Text("Project: %s", project.GetName().c_str());
ImGui::Text("Directory: %s", project.GetProjectDirectory().u8string().c_str());
}

View File

@ -1,15 +0,0 @@
#pragma once
#include "../../YoggieEngine/src/YoggieEngine.h"
#include "../EditorWindow.h"
#include "Project.h"
class ProjectInfo : public EditorWindow {
public:
ProjectInfo(Project& project) : EditorWindow("Project Info"), project(project) {}
void Draw() override;
private:
Project& project;
};

View File

@ -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);
}
}

View File

@ -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)"
};
};

View File

@ -1,13 +0,0 @@
#include "SceneExplorer.h"
void SceneExplorer::Draw()
{
scene.getReg().each([&](entt::entity enttNumber) {
YoggieEngine::Entity entity = YoggieEngine::Entity(enttNumber, &scene);
auto id = entity.GetComponent<YoggieEngine::IdentifierComponent>();
if (ImGui::Selectable(id.name.c_str(), entity == selected)) {
selected = YoggieEngine::Entity(enttNumber, &scene);
}
});
}

View File

@ -1,20 +0,0 @@
#pragma once
#include "../../YoggieEngine/src/YoggieEngine.h"
#include "../EditorWindow.h"
#include "../../src/Scene/Entity.h"
class SceneExplorer : public EditorWindow {
public:
SceneExplorer(YoggieEngine::Entity& selected, YoggieEngine::Scene& scene)
: EditorWindow("SceneExplorer"), scene(scene), selected(selected)
{}
void Draw() override;
private:
YoggieEngine::Entity& selected;
YoggieEngine::Scene& scene;
};

View File

@ -1,27 +0,0 @@
#include "RuntimeControls.h"
void RuntimeControls::Draw() {
ImGui::SameLine((ImGui::GetWindowContentRegionMax().x / 2) - (numButtons * buttonSize.x));
for (int i = 0; i < numButtons; i++) {
ImVec4 color = button[i].Color;
ImGui::PushStyleColor(ImGuiCol_Button, color);
const float strengthIncrease = 1.5f;
ImGui::PushStyleColor(
ImGuiCol_ButtonHovered,
ImVec4{
color.x * strengthIncrease,
color.y * strengthIncrease,
color.z * strengthIncrease,
color.w
}
);
if (ImGui::Button(button[i].Name, buttonSize)) {
}
ImGui::PopStyleColor();
ImGui::PopStyleColor();
ImGui::SameLine();
}
}

View File

@ -1,26 +0,0 @@
#pragma once
#include "../../YoggieEngine/src/YoggieEngine.h"
#include "../EditorWindow.h"
#define RuntimeControlWindowFlags (ImGuiWindowFlags_)(ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse)
struct ButtonInfo {
const char* Name;
ImVec4 Color;
};
class RuntimeControls : public EditorWindow {
public:
RuntimeControls() : EditorWindow("RuntimeControls", RuntimeControlWindowFlags) {}
void Draw() override;
private:
ImVec2 buttonSize = ImVec2{ 90 ,25 };
unsigned int numButtons = 2;
ButtonInfo button[2] = {
{"Play" , ImVec4{ 0.001 * 12 , 0.001 * 201 , 0.001 * 69, 1.0f}},
{"Simulate", ImVec4{ 0.001 * 14, 0.001 * 157, 0.001 * 201, 1.0f}}
};
};

View File

@ -1,61 +0,0 @@
#include "Viewport.h"
Viewport::Viewport(YoggieEngine::Scene& scene, YoggieEngine::Entity& selected) :
EditorWindow("SceneView"),
renderer(YoggieEngine::RendererConfig{ 1200, 700, glm::vec3(0), true })
{
CurrentScene = &scene;
this->selected = &selected;
}
void Viewport::Draw() {
auto group = CurrentScene->getReg().view<YoggieEngine::TransformComponent, YoggieEngine::Render3DComponent>();
group.each([&](auto enity, YoggieEngine::TransformComponent& t, YoggieEngine::Render3DComponent& renderComponent) {
renderer.Submit(renderComponent, t);
});
isFocused = ImGui::IsWindowFocused();
renderer.Render(*CurrentScene);
ImGui::Image(
(void*)(intptr_t)renderer.getCurrentFrameBuffer().GetColourAttachment(),
ImVec2{ (float)ImGui::GetWindowWidth(),(float)ImGui::GetWindowHeight() }
);
ImGuizmo::Enable(true);
ImGuizmo::SetOrthographic(false);
ImGuizmo::SetDrawlist();
float windowWidth = (float)ImGui::GetWindowWidth();
float windowHeight = (float)ImGui::GetWindowHeight();
ImGuizmo::SetRect(ImGui::GetWindowPos().x, ImGui::GetWindowPos().y, windowWidth, windowHeight);
const auto& ProjMatrix = camera.projection;
glm::mat4& cameraView = glm::mat4(1.0f);//glm::inverse(glm::translate(glm::mat4(1.0f) , cam.Position) * glm::toMat4(glm::quat(cam.Rotation)) );
ImGuizmo::DrawGrid(glm::value_ptr(cameraView), glm::value_ptr(ProjMatrix), glm::value_ptr(cameraDelta), 100.0f);
ImGuizmo::ViewManipulate(glm::value_ptr(cameraView), 1, ImGui::GetWindowPos(), {90,90}, 0x22CCCCCC);
if (selected == nullptr)
return;
if (selected->isValid()) {
auto& tc = selected->GetComponent<YoggieEngine::TransformComponent>();
glm::mat4 transform = tc.GetTransform();
ImGuizmo::Manipulate(
glm::value_ptr(cameraView),
glm::value_ptr(ProjMatrix),
ImGuizmo::TRANSLATE, ImGuizmo::LOCAL,
glm::value_ptr(transform), nullptr, nullptr);
}
}

View File

@ -1,28 +0,0 @@
#pragma once
#include "../../YoggieEngine/src/YoggieEngine.h"
#include "../EditorWindow.h"
#include <glm/glm.hpp>
#include <imgui.h>
#include "../../libs/guizmo/ImGuizmo.h"
#include "../EditorCamera.h"
class Viewport : public EditorWindow {
public:
bool isFocused = false;
Viewport(YoggieEngine::Scene& scene, YoggieEngine::Entity& selected);
Viewport() = default;
void Draw() override;
EditorCamera& GetCamera(){ return camera; }
private:
YoggieEngine::Renderer renderer;
YoggieEngine::Scene* CurrentScene;
YoggieEngine::Entity* selected;
glm::mat4 cameraDelta = glm::mat4(1.0);
EditorCamera camera;
};

View File

@ -1,59 +1,17 @@
#include "../../YoggieEngine/src/EntryPoint.h"
#include <stack>
#include "EditorLayer.h"
#include "EntryPoint.h"
#include <stack>
using namespace YoggieEngine;
class Editor : public Application {
public:
Editor() : Application("Editor"){}
void Run() override
{
// Create EditorLayer
EditorLayer* firstLayer = new EditorLayer();
firstLayer->OnStartup();
double previous = glfwGetTime();
double lag = 0.0;
while (!appWindow->WindowShouldClose()) {
PollEvents();
double now = glfwGetTime();
double elapsed = now - previous;
previous = now;
lag += elapsed;
GuiBegin();
firstLayer->OnUpdate();
firstLayer->OnUI();
GuiEnd();
SwapBuffers();
}
firstLayer->OnDestroy();
}
private:
std::vector<Layer*> layers = std::vector<Layer*>();
Editor() : Application("Editor") {}
void Run() override {
PushLayer(new EditorLayer());
Application::Run();
}
};
YoggieEngine::Application* CreateApplication() {
return new Editor();
}
YoggieEngine::Application *CreateApplication() { return new Editor(); }

View File

@ -1,18 +0,0 @@
project "ImGui"
kind "StaticLib"
includedirs {
"../libs/glfw/include",
"../libs/ImGui"
}
files {
"../libs/ImGui/*.cpp",
"../libs/ImGui/backends/imgui_impl_glfw.cpp",
"../libs/ImGui/backends/imgui_impl_Opengl3.cpp",
}
libdirs{
"../libs/ImGui",
"../libs/glad"
}

View File

@ -1,19 +0,0 @@
project "ImGuizmo"
kind "StaticLib"
includedirs {
"../libs/glfw/include",
"../libs/ImGui",
"../libs/guizmo"
}
files {
"../libs/guizmo/*.cpp",
}
libdirs{
"../libs/ImGui",
"../libs/glad"
}
include("../ImGui")

View File

@ -1,39 +0,0 @@
project "Runtime"
kind "ConsoleApp"
buildmessage "Building the runtime ..."
links{
"YoggieEngine"
}
includedirs{
"./../YoggieEngine/src",
-- I'd prefer if didn't need these..
-- We'll figure that out some time later
"./../libs/lua/include",
"./../libs/spdlog/include",
"./../libs/glm",
"./../libs/GorillaAudio/include",
"./../libs/assimp/include",
"./../libs/glad/include",
"./../libs/glfw/include",
"./../libs/tinygltf",
"./../libs/glew/include",
"./../libs/glm",
"./../libs/ImGui",
"./include"
}
libdirs {
'./../YoggieEngine/build/Debug'
}
files {
"./src/*.h",
"./src/*.cpp"
}

View File

@ -1,6 +0,0 @@
#include <iostream>
int main()
{
std::cout << "Welcome to the runtime!" << std::endl;
}

View File

@ -0,0 +1,6 @@
file(GLOB SOURCE_FILES "src/*.cpp")
file(GLOB HEADER_FILES "src/*.h")
add_executable(SandboxApp ${SOURCE_FILES} ${HEADER_FILES} )
target_link_directories(SandboxApp PRIVATE "../build/YoggieEngine/Debug")
target_link_libraries(SandboxApp YoggieEngine)
target_include_directories(SandboxApp PRIVATE "../YoggieEngine/src")

View File

@ -1,40 +0,0 @@
project "SandboxApp"
kind "ConsoleApp"
buildmessage "Building SandboxApp ..."
links{
"YoggieEngine"
}
includedirs{
"./../YoggieEngine/Include",
-- I'd prefer if didn't need these..
-- We'll figure that out some time later
"./../libs/lua/include",
"./../libs/spdlog/include",
"./../libs/glm",
"./../libs/GorillaAudio/include",
"./../libs/assimp/include",
"./../libs/glad/include",
"./../libs/glfw/include",
"./../libs/tinygltf",
"./../libs/glew/include",
"./../libs/glm",
"./../libs/ImGui",
"../libs/entt/src",
}
libdirs {
'./../YoggieEngine/build/Debug'
}
files {
"./src/*.h",
"./src/*.cpp"
}

View File

@ -1,11 +1,10 @@
#pragma once
#include "YoggieEngine.h"
#include "imgui.h"
#include "../../YoggieEngine/src/BarinkEngine.h"
#include "../../YoggieEngine/src/Graphics/Memory/Framebuffer.h"
void CameraTool();
void ScriptingTool(char* code);
///void transformWindow(Transform& transform, std::string PanelName);
void materialWindow(Material& material, std::string PanelName);
void SceneExplorer(const std::string& PanelName);
void SceneView(Framebuffer& framebuffer);
void ScriptingTool(char *code);
/// void transformWindow(Transform& transform, std::string PanelName);
void materialWindow(Material &material, std::string PanelName);
void SceneExplorer(const std::string &PanelName);
void SceneView(Framebuffer &framebuffer);

View File

@ -1,123 +1,102 @@
#include <imgui.h>
#include "GUI.h"
#include "Util.h"
#include <entt/entt.hpp>
#include <imgui.h>
#include "../../YoggieEngine/src/BarinkEngine.h"
#include "../../YoggieEngine/src/Scene/Components.h"
#include "../../YoggieEngine/src/Scene/Scene.h"
#include "../../YoggieEngine/src/Scene/Entity.h"
#include "../../YoggieEngine/src/AssetManager/ModelImporter.h"
#include "../../YoggieEngine/src/PerfCounter.h"
#include "YoggieEngine.h"
/*
* Define globals
*/
* Define globals
*/
Scene scene;
BarinkEngine::Renderable* renderable;
BarinkEngine::SceneObject* object;
BarinkEngine::Renderable *renderable;
BarinkEngine::SceneObject *object;
Entity cube;
/*
* Runs once at startup
* - USe to initialize the game/sandbox/demo
*/
* Runs once at startup
* - USe to initialize the game/sandbox/demo
*/
void Start() {
auto importer = BarinkEngine::ModelImporter();
auto importer = BarinkEngine::ModelImporter();
// Load in asset(S)
object = importer.Import("build/Debug/Models/Cube.obj");
renderable = object->renderable;
// Load in asset(S)
object = importer.Import("build/Debug/Models/Cube.obj");
renderable = object->renderable;
// Add Entities to the scene
cube = scene.AddEntity("cube");
auto &render3DComponent =
cube.AddComponent<BarinkEngine::Render3DComponent>();
render3DComponent.mesh = *renderable->mesh;
cube.GetComponent<BarinkEngine::TransformComponent>().transform =
glm::rotate(glm::mat4(1.0f), 32.0f, glm::vec3(0.5f, 1.0f, 0.0f));
// Add Entities to the scene
cube = scene.AddEntity("cube");
auto& render3DComponent = cube.AddComponent<BarinkEngine::Render3DComponent>();
render3DComponent.mesh = *renderable->mesh;
cube.GetComponent<BarinkEngine::TransformComponent>()
.transform = glm::rotate(glm::mat4(1.0f), 32.0f, glm::vec3(0.5f,1.0f,0.0f));
// Create a second cube
auto cube2 = scene.AddEntity("Cube2");
auto &cube2Render = cube2.AddComponent<BarinkEngine::Render3DComponent>();
cube2Render.mesh = *renderable->mesh;
cube2Render.color = glm::vec3(0.0f, 1.0f, 0.0f);
auto &cube2Trans = cube2.GetComponent<BarinkEngine::TransformComponent>();
cube2Trans.transform =
glm::translate(glm::mat4(1.0f), glm::vec3(1.0f, 0.0f, 5.0f));
// Create a second cube
auto cube2 = scene.AddEntity("Cube2");
auto& cube2Render = cube2.AddComponent<BarinkEngine::Render3DComponent>();
cube2Render.mesh = *renderable->mesh;
cube2Render.color = glm::vec3(0.0f, 1.0f, 0.0f);
auto& cube2Trans = cube2.GetComponent<BarinkEngine::TransformComponent>();
cube2Trans.transform = glm::translate( glm::mat4(1.0f), glm::vec3(1.0f,0.0f, 5.0f));
// Create a light
auto AmbientLight = scene.AddEntity("AmbientLight");
AmbientLight.AddComponent<BarinkEngine::LightComponent>();
renderer.Prepare(scene);
}
/*
* Runs every frame
* - Use to draw Immediate mode graphics (Not meant for HUD's )
*/
void ImmediateGraphicsDraw()
{
// Show internal BarinkEngine stats
EngineInstrumentation::ShowStats();
ImGui::Begin("Scene view");
auto group = scene.getReg().view<BarinkEngine::IdentifierComponent>();
group.each([](auto entity, BarinkEngine::IdentifierComponent& identifier) {
ImGui::Text("%s", identifier.name.c_str());
});
ImGui::End();
ImGui::ShowMetricsWindow();
ImGui::Begin("Settings");
auto& a = cube.GetComponent<BarinkEngine::Render3DComponent>();
auto& b = cube.GetComponent<BarinkEngine::TransformComponent>();
ImGui::DragFloat3("Color", &a.color[0], 0.01f, 0.0f, 1.0f);
ImGui::DragFloat3("Position", &b.transform[3][0], 0.01f, 0.0f, 16.0f);
auto l = scene.getReg().view<BarinkEngine::LightComponent>();
l.each([](auto entity, BarinkEngine::LightComponent& light) {
ImGui::Text("Lighting");
ImGui::SliderFloat("Intensity", &light.Strength, 0.0f, 1.0f);
ImGui::SliderFloat3("l-Color", &light.Color[0], 0.0f, 1.0f);
});
ImGui::End();
// Create a light
auto AmbientLight = scene.AddEntity("AmbientLight");
AmbientLight.AddComponent<BarinkEngine::LightComponent>();
renderer.Prepare(scene);
}
/*
* Runs every frame
* - Meant for game logic ( non-physics related)
*/
void Update()
{
}
* Runs every frame
* - Use to draw Immediate mode graphics (Not meant for HUD's )
*/
void ImmediateGraphicsDraw() {
// Show internal BarinkEngine stats
EngineInstrumentation::ShowStats();
void Render()
{
renderer.Render(scene);
ImGui::Begin("Scene view");
auto group = scene.getReg().view<BarinkEngine::IdentifierComponent>();
group.each([](auto entity, BarinkEngine::IdentifierComponent &identifier) {
ImGui::Text("%s", identifier.name.c_str());
});
ImGui::End();
ImGui::ShowMetricsWindow();
ImGui::Begin("Settings");
auto &a = cube.GetComponent<BarinkEngine::Render3DComponent>();
auto &b = cube.GetComponent<BarinkEngine::TransformComponent>();
ImGui::DragFloat3("Color", &a.color[0], 0.01f, 0.0f, 1.0f);
ImGui::DragFloat3("Position", &b.transform[3][0], 0.01f, 0.0f, 16.0f);
auto l = scene.getReg().view<BarinkEngine::LightComponent>();
l.each([](auto entity, BarinkEngine::LightComponent &light) {
ImGui::Text("Lighting");
ImGui::SliderFloat("Intensity", &light.Strength, 0.0f, 1.0f);
ImGui::SliderFloat3("l-Color", &light.Color[0], 0.0f, 1.0f);
});
ImGui::End();
}
/*
* Runs at the end of the program
* - Meant for cleanup
*/
void Stop()
{
}
* Runs every frame
* - Meant for game logic ( non-physics related)
*/
void Update() {}
void Render() { renderer.Render(scene); }
/*
* Runs at the end of the program
* - Meant for cleanup
*/
void Stop() {}

View File

@ -1,6 +1,6 @@
#pragma once
#include "../../YoggieEngine/src/BarinkEngine.h"
#include "YoggieEngine.h"
//void PrintSceneTree(Node& node, int depth);
// void PrintSceneTree(Node& node, int depth);
//glm::mat4 CalculateModelMat(Transform& transform);
// glm::mat4 CalculateModelMat(Transform& transform);

View File

@ -0,0 +1,22 @@
file(GLOB SOURCE_FILES src/*.cpp)
add_library(YoggieEngine ${SOURCE_FILES} )
#target_precompile_headers(YoggieEngine PUBLIC src/YoggieEngine.h )
target_link_directories(YoggieEngine PUBLIC
"../libs/physx/physx/bin/win.x86_64.vc142.md/debug"
)
target_link_libraries(YoggieEngine
thirdparty_tools
PhysX_64
PhysXCooking_64
PhysXCommon_64
PhysXFoundation_64
PhysXPvdSDK_static_64
PhysXExtensions_static_64
)
target_include_directories(YoggieEngine PUBLIC
"../libs/physx/pxshared/include"
"../libs/physx/physx/include"
)

View File

@ -1,87 +0,0 @@
project "YoggieEngine"
kind "StaticLib"
pchheader "YoggieEngine.h"
pchsource "src/YoggieEngine.cpp"
buildmessage "Building Yoggie Engine"
disablewarnings{
"4099" -- Ignore the missing debug signals for GLFW warning
}
filter "system:Windows"
defines{
"GLFW"
}
includedirs {
"./src",
"../libs/spdlog/include",
"../libs/glm",
"../libs/glfw/include",
"../libs/glew/include",
"../libs/glad/include",
"../libs/assimp/include",
"../libs/entt/src",
"../libs/physx/pxshared/include",
"../libs/physx/physx/include",
"../libs/lua/include",
"../libs/GorillaAudio/include",
"../libs/steam-audio/include",
"../libs/ImGui",
}
links {
-- This needs to fall under the filter as the names can differ on different platforms
"phonon",
"lua54",
"spdlog",
"assimp-vc143-mtd",
"glfw3",
"ImGui",
"PhysX_64",
"PhysXCooking_64",
"PhysXCommon_64",
"PhysXFoundation_64",
"PhysXPvdSDK_static_64",
"PhysXExtensions_static_64"
}
libdirs {
"../libs/steam-audio/lib/windows-x64",
"../libs/lua",
"../libs/spdlog/build/Release",
"../libs/assimp/lib/Debug",
"../libs/glfw/build/src/Debug",
"../libs/physx/physx/bin/win.x86_64.vc142.md/debug"
}
files {
"src/**.cpp",
"src/**.h"
}
prebuildcommands
{
ok,err = os.copyfile("YoggieEngine/src/Graphics/shaders/*" ,"SandboxApp/build/Debug/")
}
postbuildcommands
{
ok,err = os.copyfile("YoggieEngine/build/Debug/intermediates/YoggieEngine.pch", "YoggieEngine/build/Debug/YoggieEngine.pch")
}

View File

@ -4,7 +4,7 @@
#include <backends/imgui_impl_opengl3.h>
#include <backends/imgui_impl_glfw.h>
#include "../../libs/guizmo/ImGuizmo.h"
#include "../../Editor/src/IconsMaterialDesign.h"
namespace YoggieEngine {
@ -23,22 +23,84 @@ namespace YoggieEngine {
io.ConfigFlags |= ImGuiConfigFlags_::ImGuiConfigFlags_ViewportsEnable;
io.ConfigFlags |= ImGuiConfigFlags_::ImGuiConfigFlags_DockingEnable;
io.Fonts->AddFontFromFileTTF("build/Debug/Fonts/Roboto-Regular.ttf", 18);
ImFontConfig config;
config.MergeMode = true;
config.GlyphMinAdvanceX = 18.0f;
static const ImWchar icon_ranges[] = { ICON_MIN_MD , ICON_MAX_MD, 0 };
io.Fonts->AddFontFromFileTTF("build/Debug/Fonts/MaterialIcons-Regular.ttf", 24, &config, icon_ranges);
ImGui::StyleColorsDark();
/*
ImGuiStyle* style = &ImGui::GetStyle();
ImVec4* colors = style->Colors;
colors[ImGuiCol_TitleBg] = ImVec4(0.72f, 0.24f, 0.87f, 1.00f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.72f, 0.24f, 0.87f, 1.00f);
colors[ImGuiCol_Tab] = ImVec4(0.53f, 0.09f, 0.67f, 1.00f);
*/
ImGui_ImplGlfw_InitForOpenGL((GLFWwindow*)appWindow->GetHandle(), true);
ImGui_ImplOpenGL3_Init("#version 450");
ImGuizmo::SetImGuiContext(ImGui::GetCurrentContext());
ImGuizmo::SetOrthographic(true);
//ImGuizmo::SetOrthographic(true);
init_inputSystem(appWindow);
//init_inputSystem(appWindow);
glfwSetWindowUserPointer((GLFWwindow*)this->appWindow->GetHandle(), this);
glfwSetKeyCallback((GLFWwindow*)this->appWindow->GetHandle(), HandleKey);
}
void Application::HandleKey(GLFWwindow* window, int key, int scancode, int action, int mods) {
auto app = (Application*)glfwGetWindowUserPointer(window);
for (auto i = app->AppLayerstack.begin(); i < app->AppLayerstack.end(); i++) {
if ((*i)->OnKey(key, action)) {
break;
}
}
}
void Application::Run() {
for (auto i = AppLayerstack.begin(); i < AppLayerstack.end(); i++) {
(*i)->OnStartup();
}
double previous = glfwGetTime();
double lag = 0.0;
while (!appWindow->WindowShouldClose()) {
PollEvents();
double now = glfwGetTime();
double elapsed = now - previous;
previous = now;
lag += elapsed;
for (auto i = AppLayerstack.begin(); i < AppLayerstack.end(); i++) {
(*i)->OnUpdate();
}
GuiBegin();
for (auto i = AppLayerstack.begin(); i < AppLayerstack.end(); i++) {
(*i)->OnUI();
}
GuiEnd();
SwapBuffers();
}
for (auto i = AppLayerstack.begin(); i < AppLayerstack.end(); i++) {
(*i)->OnDestroy();
}
}

View File

@ -19,14 +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;
};

View 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; }
};

View 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;
}
};

View 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;
};
}

View 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;
};

View 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();
}

View 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);
};

View File

@ -0,0 +1,7 @@
#pragma once
#include <filesystem>
#include "Asset.h"
struct AssetMetadata{
AssetHandle handle;
std::filesystem::path filepath;
};

View File

@ -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 };
};

View File

@ -1,12 +0,0 @@
#pragma once
namespace YoggieEngine {
struct Event
{
public:
std::string name;
int argc;
void** argv;
};
}

View File

@ -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*>{};
}
}

View File

@ -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();
};
}

View File

@ -1,9 +0,0 @@
#pragma once
#include "Event.h"
namespace YoggieEngine {
class EventListener {
public:
virtual void ReceiveEvent(Event& incident) = 0;
};
}

View File

@ -0,0 +1,42 @@
#pragma once
#include <glm/gtx/quaternion.hpp>
namespace YoggieEngine {
class Camera {
public:
Camera() {
projection = glm::perspective(glm::radians(90.0f), 800.0f / 600.0f, 0.001f, 1000.0f);
//projection[3][1] *= -1;
}
glm::mat4 getTransform() const {
auto transform = glm::translate(glm::mat4(1.0f), Position)
* glm::toMat4(glm::quat(Rotation))
* glm::scale(glm::mat4(1.0f), glm::vec3(1.0f));
return glm::inverse(transform);
}
glm::mat4& getProjection(float width, float height) {
//projection[3][1] *= -1;
return projection;
}
glm::vec3 Position = glm::vec3(0.0f);
glm::vec3 Rotation = glm::vec3(0.0f);
private:
glm::mat4 view;
glm::mat4 projection;
};
}

View File

@ -0,0 +1,60 @@
#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);
}
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);
}
}

View File

@ -0,0 +1,9 @@
#pragma once
namespace YoggieEngine {
class OpenGLApi {
public:
static void DrawTriangles(Render3DComponent rc);
static void DrawCubeMap(unsigned int VertexAttributeObject, CubeMap CubeTexture);
};
};

View File

@ -1,16 +0,0 @@
#pragma once
namespace YoggieEngine {
class Camera {
public:
Camera() {
}
glm::mat4 view;
glm::mat4 projection;
};
}

View File

@ -1,14 +0,0 @@
#pragma once
namespace YoggieEngine {
class Texture {
public:
Texture() = default;
Texture(const std::string texturePath, bool Transparency = false);
void Bind();
void Unbind();
const unsigned int GetID() const { return Id; }
private:
unsigned int Id;
};
}

View File

@ -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 {

View File

@ -1,9 +0,0 @@
#pragma once
namespace YoggieEngine {
struct Renderable {
Mesh* mesh;
Material* material;
Texture* texture;
};
}

View File

@ -2,9 +2,13 @@
#include "Renderer.h"
#include "../Scene/Components.h"
#include "../Graphics/Memory/Buffer.h"
#include "../Graphics/Memory/VertexArray.h"
#include "../Graphics/Primitives/DrawCommand.h"
#include "../Graphics/Buffer.h"
#include "../Graphics/VertexArray.h"
#include "Framebuffer.h"
#include "../Scene/Components.h"
#include"../Scene/Scene.h"
#include "Camera.h"
#include "OpenglAPI.h"
namespace YoggieEngine {
unsigned int quadVAO = 0;
@ -65,24 +69,41 @@ float skyboxVertices[]{
1.0f, -1.0f, 1.0f
};
Renderer::Renderer(RendererConfig& config)
: m_framebuffer(Framebuffer(config.ScreenWidth, config.ScreenHeight)),
Renderer::Renderer() :
m_framebuffer(800, 600),
gBufferShader("build/Debug/Shaders/deferred/geometry.vert", "build/Debug/Shaders/deferred/geometry.frag"),
lightingPassShader("build/Debug/Shaders/deferred/lightPass.vert", "build/Debug/Shaders/deferred/lightPass.frag"),
SkyboxShader("build/Debug/Shaders/Cubemaps/Skybox.vert", "build/Debug/Shaders/Cubemaps/Skybox.frag"),
BlendingShader("build/Debug/Shaders/forward/Blending.vert", "build/Debug/Shaders/forward/Blending.frag"),
forwardShader("build/Debug/Shaders/forward/geometry.vert", "build/Debug/Shaders/forward/geometry.frag"),
postProcessingShader("build/Debug/Shaders/forward/postprocessing.vert", "build/Debug/Shaders/forward/postprocessing.frag")
{
width = config.ScreenWidth;
height = config.ScreenHeight;
{
width = 800;
height = 600;
glEnable(GL_DEPTH_TEST);
CreateGBuffer();
std::vector<std::string> faces{
"build/Debug/skybox/Open_Water/right.jpg",
"build/Debug/skybox/Open_Water/left.jpg",
"build/Debug/skybox/Open_Water/top.jpg",
"build/Debug/skybox/Open_Water/bottom.jpg",
"build/Debug/skybox/Open_Water/front.jpg",
"build/Debug/skybox/Open_Water/back.jpg"
};
skybox = CubeMap(faces);
grassTexture.Load("build/Debug/Texture/grass.png");
}
void Renderer::CreateGBuffer() {
// Deferred Rendering
glGenFramebuffers(1, &gBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
// - Position Color Buffer ;
glGenTextures(1, &gPosition);
glBindTexture(GL_TEXTURE_2D, gPosition);
@ -122,52 +143,139 @@ Renderer::Renderer(RendererConfig& config)
spdlog::critical("Framebuffer not complete {}{}", __FILE__, __LINE__);
}
std::vector<std::string> faces{
"build/Debug/skybox/Open_Water/right.jpg",
"build/Debug/skybox/Open_Water/left.jpg",
"build/Debug/skybox/Open_Water/top.jpg",
"build/Debug/skybox/Open_Water/bottom.jpg",
"build/Debug/skybox/Open_Water/front.jpg",
"build/Debug/skybox/Open_Water/back.jpg"
};
sky = CubeMap(faces);
// Create a skybox vao
unsigned int VBO;
glGenVertexArrays(1, &skyboxVAO);
glGenBuffers(1, &VBO);
glBindVertexArray(skyboxVAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
#ifdef WINDOW
grassTexture = Texture("build/Debug/Texture/blending_transparent_window.png", true);
#else
grassTexture = Texture("build/Debug/Texture/grass.png", true);
#endif
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Renderer::~Renderer(){}
void SubmitVegetationDemo() {
void Renderer::Render(Scene& scene , Camera MainCamera){
int oldviewport[4];
glGetIntegerv(GL_VIEWPORT, oldviewport);
glViewport(0, 0, width, height);
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Render skybox if the scene has one
SkyboxShader.Use();
SkyboxShader.setUniformMat4("projection", MainCamera.getProjection(width, height));
SkyboxShader.setUniformMat4("view", glm::inverse(glm::mat4(glm::mat3(MainCamera.getTransform()))));
if (!skyboxVAO) {
unsigned int VBO;
glGenVertexArrays(1, &skyboxVAO);
glGenBuffers(1, &VBO);
glBindVertexArray(skyboxVAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(skyboxVertices), &skyboxVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
}
OpenGLApi::DrawCubeMap(skyboxVAO, skybox);
auto renderables = scene.getReg().view<TransformComponent, Render3DComponent>();
gBufferShader.Use();
for (auto renderable : renderables) {
auto entity = Entity(renderable, &scene);
auto& renderComponent = entity.GetComponent<Render3DComponent>();
auto& transform = entity.GetComponent<TransformComponent>();
// Geometry pass
gBufferShader.setUniformVec3("Color", renderComponent.color);
gBufferShader.setUniformMat4("Model", transform.GetTransform());
gBufferShader.setUniformMat4("View", glm::inverse(MainCamera.getTransform()));
gBufferShader.setUniformMat4("Projection", MainCamera.getProjection(width, height));
OpenGLApi::DrawTriangles(renderComponent);
}
// Light pass
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer.GetId());
lightingPassShader.Use();
lightingPassShader.setUniformInt("gPosition", 0);
lightingPassShader.setUniformInt("gNormal", 1);
lightingPassShader.setUniformInt("gColorSpec", 2);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gPosition);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gNormal);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, gColorSpec);
auto lights = scene.getReg().view<LightComponent, TransformComponent>();
unsigned int lightnr = 0;
for (auto light : lights) {
auto lightComponent = Entity(light, &scene).GetComponent<LightComponent>();
auto transformComponent = Entity(light, &scene).GetComponent<TransformComponent>();
auto name = "lights[" + std::to_string(lightnr) + "]";
lightingPassShader.setUniformVec3(name + ".Position", transformComponent.Position);
lightingPassShader.setUniformVec3(name + ".Color", lightComponent.Color);
const float linear = 0.7f;
const float quadratic = 1.8f;
lightingPassShader.setUniformFloat(name + ".Linear", linear);
lightingPassShader.setUniformFloat(name + ".Quadratic", quadratic);
lightnr++;
}
if (quadVAO == 0)
{
float quadVertices[] = {
-1.0f, 1.0f, 0.0f, 0.0f, -1.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, -1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
};
unsigned int quadVBO;
// setup plane VAO ;
glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
}
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
// Copy GBuffer
glBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer);
glBindFramebuffer(GL_DRAW_BUFFER, m_framebuffer.GetId());
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
if (transparentVAO == 0) {
unsigned int transparentVBO;
float transparentVertices[] = {
// positions // texture Coords (swapped y coordinates because texture is flipped upside down)
0.0f, 0.5f, 0.0f, 0.0f, 0.0f,
0.0f, -0.5f, 0.0f, 0.0f, 1.0f,
1.0f, -0.5f, 0.0f, 1.0f, 1.0f,
// 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,
0.0f, 0.5f, 0.0f, 0.0f, 0.0f,
1.0f, -0.5f, 0.0f, 1.0f, 1.0f,
1.0f, 0.5f, 0.0f, 1.0f, 0.0f
0.0f, 0.5f, 0.0f, 0.0f, 1.0f,
1.0f, -0.5f, 0.0f, 1.0f, 0.0f,
1.0f, 0.5f, 0.0f, 1.0f, 1.0f
};
glGenVertexArrays(1, &transparentVAO);
@ -183,205 +291,20 @@ void SubmitVegetationDemo() {
}
}
void Renderer::Submit( Render3DComponent& renderComponent, TransformComponent& transform) {
if (renderComponent.mesh.elements.empty())
return;
if (renderComponent.VAO == 0 || renderComponent.IBO == 0)
{
if (renderComponent.VAO != 0)
glDeleteVertexArrays(1, &(renderComponent.VAO));
if (renderComponent.IBO != 0)
glDeleteBuffers(1, &(renderComponent.IBO));
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();
}
DrawCommand dc = { renderComponent.isStatic , renderComponent.VAO, renderComponent.mesh.elements.size(), renderComponent.IBO, transform, renderComponent.color };
commands.push_back(dc);
}
void Renderer::GeometryPass() {
// 1.0 Geometry pass
gBufferShader.Use();
for (const DrawCommand& command : commands)
{
if (command.isDynamic == true)
continue;
glBindVertexArray(command.VAO_identifier);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, command.IBO_identifier);
gBufferShader.setUniformVec3("Color", command.color);
gBufferShader.setUniformMat4("Model", command.transform.LocalTransform);
gBufferShader.setUniformMat4("View", MainCamera.view);
gBufferShader.setUniformMat4("Projection", MainCamera.projection);
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(command.num_elements),
GL_UNSIGNED_INT, NULL);
glBindVertexArray(0);
}
}
void Renderer::ForwardGeometryPass()
{
for (const DrawCommand& command : commands)
{
if (command.isDynamic == false)
continue;
glBindVertexArray(command.VAO_identifier);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, command.IBO_identifier);
forwardShader.Use();
forwardShader.setUniformVec3("Color", command.color);
forwardShader.setUniformMat4("M", command.transform.LocalTransform);
forwardShader.setUniformMat4("V", MainCamera.view);
forwardShader.setUniformMat4("P", MainCamera.projection);
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(command.num_elements),
GL_UNSIGNED_INT, NULL);
glBindVertexArray(0);
}
}
void Renderer::SkyboxPass() {
// Render skybox
glDepthMask(GL_FALSE);
SkyboxShader.Use();
SkyboxShader.setUniformMat4("projection", MainCamera.projection);
SkyboxShader.setUniformMat4("view", glm::mat4(glm::mat3(MainCamera.view))); // remove rotation from the view matrix
glBindVertexArray(skyboxVAO);
glBindTexture(GL_TEXTURE_CUBE_MAP, sky.getID());
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glDepthMask(GL_TRUE);
}
void Renderer::lightingPass(Scene& scene){
// 2.0 Lighting Pass
// configure shader
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer.GetId());
lightingPassShader.Use();
lightingPassShader.setUniformInt("gPosition", 0);
lightingPassShader.setUniformInt("gNormal", 1);
lightingPassShader.setUniformInt("gColorSpec", 2);
// Bind all Gbuffer textures
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gPosition);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gNormal);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, gColorSpec);
// send relevant Lighting Uniforms
auto lights = scene.getReg().view<LightComponent, TransformComponent>();
unsigned int lightnr = 0;
lights.each([&](auto entity, LightComponent& light, TransformComponent& transform) {
lightingPassShader.setUniformVec3("lights[" + std::to_string(lightnr) + "].Position", transform.Position);
lightingPassShader.setUniformVec3("lights[" + std::to_string(lightnr) + "].Color", light.Color);
// Attenuation
const float linear = 0.7f;
const float quadratic = 1.8f;
lightingPassShader.setUniformFloat("lights[" + std::to_string(lightnr) + "].Linear", linear);
lightingPassShader.setUniformFloat("lights[" + std::to_string(lightnr) + "].Quadratic", quadratic);
lightnr++;
});
//lightingPassShader.setUniformVec3("viewPos", MainCamera.Position);
// render to quad
if (quadVAO == 0)
{
float quadVertices[] = {
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
};
// setup plane VAO ;
glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
}
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
}
void Renderer::BlendingPass() {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Vegetation / blending test;
BlendingShader.Use();
glBindVertexArray(transparentVAO);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, grassTexture.GetID());
BlendingShader.setUniformMat4("V", MainCamera.view);
BlendingShader.setUniformMat4("P", MainCamera.projection);
BlendingShader.setUniformMat4("V", glm::inverse(MainCamera.getTransform()));
BlendingShader.setUniformMat4("P", MainCamera.getProjection(width, height));
for (unsigned int i = 0; i < vegetation.size(); i++) {
auto rotation = glm::rotate(glm::mat4(1.0f), 45.0f, glm::vec3(0.0f, 1.0f, 0.0f));
auto translation = glm::translate(glm::mat4(1.0f), vegetation[i]);
auto transform = translation * rotation;
BlendingShader.setUniformMat4("M", transform);
BlendingShader.setUniformMat4("M", translation);
glDrawArrays(GL_TRIANGLES, 0, 6);
}
@ -392,57 +315,19 @@ void Renderer::BlendingPass() {
}
void Renderer::PostProcessing()
{
postProcessingShader.Use();
postProcessingShader.setUniformInt("screen", 0);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_framebuffer.GetColourAttachment());
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
}
void Renderer::CopyGBuffer() {
glBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_framebuffer.GetId());
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer.GetId());
}
void Renderer::Render(Scene& scene)
{
SubmitVegetationDemo();
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SkyboxPass();
GeometryPass();
lightingPass(scene);
CopyGBuffer();
ForwardGeometryPass();
BlendingPass();
//PostProcessing();
commands.clear();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(oldviewport[0], oldviewport[1], oldviewport[2], oldviewport[3]);
}
Renderer::~Renderer(){}
void Renderer::setCurrentFrameBuffer(const Framebuffer& fb)
{
m_framebuffer = fb;

View File

@ -2,13 +2,8 @@
#include "GLFW/glfw3.h"
#include <vector>
#include "../PerfCounter.h"
#include "Renderable.h"
#include "Memory/Framebuffer.h"
#include "../Scene/Components.h"
#include"../Scene/Scene.h"
#include "Graphics/Primitives/DrawCommand.h"
#include "Primitives/Camera.h"
#include "../Scene/Scene.h"
#include "Framebuffer.h"
namespace YoggieEngine {
@ -20,39 +15,36 @@ namespace YoggieEngine {
class Renderer {
public:
Renderer(RendererConfig& config);
Renderer();
~Renderer();
void Submit(Render3DComponent& renderComponent, TransformComponent& transform); // Collects DrawCommands
void Render(Scene&); // Draw to screen (using drawCall structs)
// Forward pass
/*
forwardShader.Use();
forwardShader.setUniformVec3("Color", renderComponent.color);
forwardShader.setUniformMat4("M", transform.LocalTransform);
forwardShader.setUniformMat4("V", MainCamera.view);
forwardShader.setUniformMat4("P", MainCamera.projection);
OpenGLApi::DrawTriangles(renderComponent);
*/
void Render(Scene& scene, Camera MainCamera);
void setCurrentFrameBuffer(const Framebuffer& fb);
void setClearColor(const glm::vec3& ClearColor);
void SetMainCamera(const Camera& camera) { MainCamera = camera; }
Framebuffer& getCurrentFrameBuffer() { return m_framebuffer; }
private:
void GeometryPass();
void ForwardGeometryPass();
void SkyboxPass();
void lightingPass(Scene& scene);
void BlendingPass();
void PostProcessing();
void CopyGBuffer();
private:
Framebuffer m_framebuffer;
int width, height;
glm::vec3 m_clearColor;
bool m_depthTest;
std::vector<DrawCommand> commands;
Camera MainCamera;
unsigned int skyboxVAO = 0;
CubeMap sky;
void CreateGBuffer();
Shader forwardShader;
@ -63,8 +55,59 @@ namespace YoggieEngine {
Shader SkyboxShader;
Shader postProcessingShader;
// blending
Shader BlendingShader;
CubeMap skybox;
Texture grassTexture;
unsigned int transparentVAO = 0;
unsigned int skyboxVAO = 0;
unsigned int quadVAO = 0;
float skyboxVertices[36*3]{
// positions
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f
};
std::vector<glm::vec3> vegetation = {
glm::vec3(-1.5f, 0.0f, -0.48f),
glm::vec3(1.5f, 0.0f, 0.51f),
glm::vec3(0.0f, 0.0f, 0.7f),
glm::vec3(-0.3f, 0.0f, -2.3f)
};
};
}

View File

@ -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;

View File

@ -2,10 +2,11 @@
#include "Texture.h"
namespace YoggieEngine {
Texture::Texture(const std::string texturePath , bool Transparency) {
int width, height, channels;
void Texture::Load(const std::string texturePath, bool Transparency) {
int channels;
unsigned char* data = stbi_load(texturePath.c_str(), &width, &height, &channels, 0);
if (data) {
glGenTextures(1, &Id);
glBindTexture(GL_TEXTURE_2D, Id);
@ -30,7 +31,6 @@ namespace YoggieEngine {
spdlog::error("Failed to load image ({0})", texturePath);
}
stbi_image_free(data);
}
void Texture::Bind() {

View File

@ -0,0 +1,22 @@
#pragma once
#include "Assets/Asset.h"
namespace YoggieEngine {
class Texture : public Asset {
public:
Texture() = default;
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;
int height;
};
}

View File

@ -1,29 +1,34 @@
#pragma once
#include <spdlog/spdlog.h>
class Layer {
public:
~Layer() { OnDestroy(); }
Layer() { OnCreate(); }
Layer(const std::string name )
: Name(name) {}
virtual void OnUpdate(){}
virtual void OnUI(){}
virtual bool OnKey(int key , int status ) {
spdlog::info( "Key {0} , {1}", key, status);
return false;
}
virtual bool OnMouseButton(int button, int action) {
return false;
}
virtual bool OnScroll(int xoffset, int yoffset) {
return false;
}
virtual void OnStartup(){}
virtual void OnAttach() {}
virtual void OnDetach() {}
virtual void OnCreate() {}
virtual void OnDestroy(){}
private:
std::string Name;
};

View File

@ -1,72 +1,67 @@
#include <YoggieEngine.h>
#include "PerfCounter.h"
#include <YoggieEngine.h>
namespace YoggieEngine {
uint64_t EngineInstrumentation::GetPrecisionTime() {
using namespace std::chrono; // REMINDER: This is kinda ugly but safes line width
return duration_cast<milliseconds>(high_resolution_clock::now().time_since_epoch()).count();
}
void EngineInstrumentation::PerfomanceSamplerInit() {
std::cout << "Initialize perf sampler" << std::endl;
/*EngineInstrumentation::frames = 0;
EngineInstrumentation::lastSampleTime = GetPrecisionTime();*/
}
void EngineInstrumentation::Update() {
/* uint64_t MilliSecondsPast = GetPrecisionTime() - EngineInstrumentation::lastSampleTime;
if (MilliSecondsPast >= 1000) {
EngineInstrumentation::frameTime = (float)1000 / EngineInstrumentation::frames;
EngineInstrumentation::FPS = frames;
EngineInstrumentation::frames = 0;
EngineInstrumentation::lastSampleTime = GetPrecisionTime();
}*/
}
void EngineInstrumentation::ShowStats() {
ImGui::Begin("Statistics", false, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize);
ImGui::Text("Currently not available");
/* ImGui::Text("FPS: %i", ES.FPS);
ImGui::Text("Frame Time: %f", ES.frameTime);
ImGui::Text("Verts: %i", ES.verts);
ImGui::Text("Draw Calls: %i", ES.DC);
*/
ImGui::End();
}
PerfSampler::PerfSampler(const std::string& name)
: name(name)
{
using namespace std::chrono;
startTime = high_resolution_clock::now();
}
PerfSampler::~PerfSampler()
{
Stop();
}
void PerfSampler::Stop()
{
using namespace std::chrono;
auto end = high_resolution_clock::now();
auto durationInuSeconds =
duration_cast<nanoseconds>(end.time_since_epoch()).count() -
duration_cast<nanoseconds>(startTime.time_since_epoch()).count();
auto ms = durationInuSeconds * 0.001f;
// std::cout << "[" << name << "]" << "Took: " << durationInuSeconds << " us (" << ms << " ms)" << std::endl;
}
uint64_t EngineInstrumentation::GetPrecisionTime() {
using namespace std::chrono; // REMINDER: This is kinda ugly but safes line
// width
return duration_cast<milliseconds>(
high_resolution_clock::now().time_since_epoch())
.count();
}
void EngineInstrumentation::PerfomanceSamplerInit() {
spdlog::info("Initialize perf sampler");
/*EngineInstrumentation::frames = 0;
EngineInstrumentation::lastSampleTime = GetPrecisionTime();*/
}
void EngineInstrumentation::Update() {
/* uint64_t MilliSecondsPast = GetPrecisionTime() -
EngineInstrumentation::lastSampleTime;
if (MilliSecondsPast >= 1000) {
EngineInstrumentation::frameTime = (float)1000 /
EngineInstrumentation::frames; EngineInstrumentation::FPS = frames;
EngineInstrumentation::frames = 0;
EngineInstrumentation::lastSampleTime =
GetPrecisionTime();
}*/
}
void EngineInstrumentation::ShowStats() {
// ImGui::Begin("Statistics", false, ImGuiWindowFlags_NoCollapse |
//ImGuiWindowFlags_NoResize);
// ImGui::Text("Currently not available");
/* ImGui::Text("FPS: %i", ES.FPS);
ImGui::Text("Frame Time: %f", ES.frameTime);
ImGui::Text("Verts: %i", ES.verts);
ImGui::Text("Draw Calls: %i", ES.DC);
*/
// ImGui::End();
}
PerfSampler::PerfSampler(const std::string &name) : name(name) {
using namespace std::chrono;
startTime = high_resolution_clock::now();
}
PerfSampler::~PerfSampler() { Stop(); }
void PerfSampler::Stop() {
using namespace std::chrono;
auto end = high_resolution_clock::now();
auto durationInuSeconds =
duration_cast<nanoseconds>(end.time_since_epoch()).count() -
duration_cast<nanoseconds>(startTime.time_since_epoch()).count();
auto ms = durationInuSeconds * 0.001f;
// std::cout << "[" << name << "]" << "Took: " << durationInuSeconds << "
//us (" << ms << " ms)" << std::endl;
}
} // namespace YoggieEngine

View File

@ -1,7 +1,4 @@
#pragma once
#include "../EventSystem/Event.h"
#include "../EventSystem/EventListener.h"
namespace YoggieEngine {
class NativeWindow {

View File

@ -1,6 +1,7 @@
#include "YoggieEngine.h"
#include "glfwWindow.h"
#include <chrono>
#include<GLFW/glfw3.h>
namespace YoggieEngine {
void LoadGLExtensions() {
@ -10,6 +11,11 @@ namespace YoggieEngine {
}
}
static void error_callback(int error, const char* description) {
spdlog::error("{0}", description);
}
glfwWindow::glfwWindow(const int width, const int height, const char* title)
: NativeWindow()
{
@ -19,15 +25,20 @@ namespace YoggieEngine {
m_fullscreen = false;
glfwSetErrorCallback(error_callback);
auto start = std::chrono::high_resolution_clock::now();
if (!glfwInit()) {
spdlog::error("Failed to initialise GLFW!");
exit(-1);
}
auto end = std::chrono::high_resolution_clock::now();
auto duration = std::chrono::duration_cast<std::chrono::milliseconds> (end - start);
spdlog::info("GLFWInit() call took {0} milliseconds.", duration.count());
glfwWindowHint(GLFW_DOUBLEBUFFER, GLFW_TRUE);
glfwWindowHint(GLFW_FOCUS_ON_SHOW, GLFW_TRUE);
if (m_fullscreen) {
glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE);
}
@ -35,10 +46,7 @@ namespace YoggieEngine {
if (!m_resizable) {
glfwWindowHint(GLFW_RESIZABLE, GLFW_TRUE);
}
if (!m_vsync) {
glfwSwapInterval(0);
}
window = glfwCreateWindow(m_width, m_height, title, NULL, NULL);
@ -49,6 +57,12 @@ namespace YoggieEngine {
}
SetContext();
if (!m_vsync) {
glfwSwapInterval(0);
}
glfwGetFramebufferSize(window, &m_width, &m_height);
LoadGLExtensions();

View File

@ -1,6 +1,9 @@
#pragma once
#include "Entity.h"
#include <glm/glm.hpp>
#include <glm/gtx/quaternion.hpp>
namespace YoggieEngine {
struct IdentifierComponent {
std::string name;
@ -8,15 +11,81 @@ namespace YoggieEngine {
struct TransformComponent {
glm::vec3 Position = glm::vec3(0.0f);
glm::vec3 Rotation = glm::vec3(0.0f);
glm::vec3 Position = glm::vec3(0.0f, 0.0f, 0.0f);
glm::vec3 Rotation = glm::vec3(0.0f , 0.0f, 0.0f);
glm::vec3 Scale = glm::vec3(1.0f);
glm::mat4 LocalTransform = glm::mat4(1.0f);
glm::mat4 GetTransform() const {
glm::mat4 rotation = glm::toMat4(glm::quat(Rotation));
return glm::translate(glm::mat4(1.0f), Position) * rotation * glm::scale(glm::mat4(1.0f), Scale);
auto transform = glm::translate(glm::mat4(1.0f), Position)* rotation
* glm::scale(glm::mat4(1.0f), Scale);
return transform;
}
void Decompose(glm::mat4& transformationMatrix) {
auto& a = transformationMatrix[0][0];
auto& b = transformationMatrix[1][0];
auto& c = transformationMatrix[2][0];
auto& d = transformationMatrix[3][0];
auto& e = transformationMatrix[0][1];
auto& f = transformationMatrix[1][1];
auto& g = transformationMatrix[2][1];
auto& h = transformationMatrix[3][1];
auto& i = transformationMatrix[0][2];
auto& j = transformationMatrix[1][2];
auto& k = transformationMatrix[2][2];
auto& l = transformationMatrix[3][2];
Position = glm::vec3(transformationMatrix[3]);
// Remove the position from the matrix
d = 0;
h = 0;
l = 0;
auto sx = glm::sqrt(a*a + e*e + i*i);
auto sy = glm::sqrt(b*b + f*f + j*j);
auto sz = glm::sqrt(c*c + g*g + k*k);
Scale = glm::vec3(sx, sy, sz);
// Remove the scale from the matrix;
a/= sx;
e /= sx;
i /= sx;
b /= sy;
f /= sy;
j /= sy;
c /= sz;
g /= sz;
k /= sz;
auto w = glm::sqrt(1 + transformationMatrix[0][0] + transformationMatrix[1][1] + transformationMatrix[2][2]) / 2;
auto x = (transformationMatrix[2][1] - transformationMatrix[1][2]) / (4 * w);
auto y = (transformationMatrix[0][2] - transformationMatrix[2][0]) / (4 * w);
auto z = (transformationMatrix[1][0] - transformationMatrix[0][1]) / (4 * w);
auto rot = glm::quat(w, x, y, z);
Rotation = glm::eulerAngles(rot);
}
@ -65,7 +134,6 @@ namespace YoggieEngine {
struct Render3DComponent {
Renderable* renderable;
unsigned int VAO = 0;
unsigned int IBO = 0;

View File

@ -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()

View File

@ -1,3 +1,4 @@
#include <YoggieEngine.h>
#include "SceneSerializer.h"
#include "../../YoggieEngine/src/YoggieEngine.h"
#include <yaml-cpp/yaml.h>
@ -6,7 +7,7 @@
void WriteFile(std::string& emitter, std::filesystem::path path)
{
std::cout << "Writing Scene file to: " << path.u8string() << std::endl;
spdlog::info( "Writing Scene file to: {0}" , path.u8string());
std::ofstream sceneFile;
sceneFile.open(path.u8string());

View File

@ -1,16 +0,0 @@
#pragma once
#include <cstdint>
class UUID {
public:
static uint64_t Generate()
{
return ++last;
}
private:
static uint64_t last ;
};

Some files were not shown because too many files have changed in this diff Show More