84 Commits

Author SHA1 Message Date
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
52747202d3 Mark two git submodules to ignore when their working tree has changes 2023-05-08 22:18:14 +02:00
fef75ec64b Started Working on an assetsystem for loading more complex models 2023-05-08 22:08:08 +02:00
3c38e2a988 Editor Layer + Updating Camera System
Started updating the camera system, Moving editor logic to an Editor layer
2023-05-08 22:07:29 +02:00
e9852fe0e7 Implementing started properly implementing Gizmo
Adding GetTransform to the transform component such that the proper view transform can be calculated for any scene camera
2023-05-08 22:06:01 +02:00
8e202f9d59 Introducing application layers
This feature is not really used yet but will help in the future simplify the propegation of events
2023-05-08 22:01:44 +02:00
d8627d0357 Removing unused TransformTree definition files 2023-05-07 20:44:42 +02:00
ec8045c4f4 Added Asset selection in Render3D component view (Not functional yet!) 2023-05-07 15:25:31 +02:00
042dc3a457 Update Transform Component view of the editor 2023-05-07 15:24:23 +02:00
28927d9a4e Moved model file loading logic to the editor code base 2023-05-06 21:06:49 +02:00
89f5b1497f Can move around scene again .. working on Rendering engine still 2023-05-03 16:40:43 +02:00
7448017701 Further abstraction of platform window handling
We could now build our own native window class and stop relying on GLFW. However this won't be important for now!
2023-01-31 18:41:46 +01:00
ba69726e33 Updated gitignore and added submodule
- Added a filebrowser for imgui submodule
- Added gitignore entries for two submodules
2023-01-14 22:18:15 +01:00
7223c20f1d Changed selected type
Moving away from using the pure ENTT library types and starting to use my own
2023-01-14 22:11:09 +01:00
282844b905 Load the previously loaded project and scene on startup
(read from an ini file)
2023-01-14 21:44:48 +01:00
145338d666 Editor Refactor
This refactor of the editor code makes the code more maintainable.

All widget objects have now moved away from RAII and are now just allocated object that live for the entirety of the applications lifetime.
This feels better as I am used to this style plus constantly pushing and popping objects from the stack seems a little wasteful (although I as of right now have no way to prove that it is ).
2023-01-14 17:27:37 +01:00
79b68fbff1 deferred rendering can be enabled for certain meshes 2023-01-13 17:55:45 +01:00
13f67a7cdb Basic input handling, Editor camera Movement 2023-01-04 19:01:58 +01:00
d5a6ddb9d5 Moving vegetation test to the renderer 2023-01-04 15:57:08 +01:00
0f9be33bd6 Primitive Blending functionality 2023-01-01 17:02:44 +01:00
75aa577211 Relation widget + small memory leak solved 2023-01-01 17:00:48 +01:00
fe7e168e21 Adding a relationship component
The relationship component enables us to define a hierarchy through the ECS. This creates a pathway towards Inverse Kinematics
2022-12-31 02:42:27 +01:00
3722e63495 Updated Markdown Documents
- Added new screenshot
- Removed two unnecessary screenshots
- Moved screenshots to a separate showcase markdown file
- Updated the Todo list
- Removed the features markdown file and added it to the README
- Moved development instructions to a separate Development markdown file
2022-12-28 23:49:55 +01:00
3a9c07aff9 Mixing Deferred and Forward rendering
- TODO: fix Skybox affected by lighting pass
2022-12-28 23:17:55 +01:00
2dcc3f1803 Deferred rendering mode + Skybox
- Added deferred rendering mode to the renderer
- Added a skybox to the forward rendering mode
- moved default imported assets directory (temporary fix)
2022-12-28 22:35:23 +01:00
2a5c7811e7 Importing mesh asset now functioning
- Added debug logging for all user actions regarding FileDialog
- Importing a Meshasset wil now Create a propery entity for the asset.
2022-12-27 21:16:56 +01:00
3fa5455b43 Improving the editor, ImGuizmo is now rendering guizmo's
- Added Guzimo's to the sceneview
- Added new menu to the menubar
- Improved multiple widgets (ImGui windows)
- Added a new RuntimeControl widget (ImGui window)
- New Screenshots
2022-12-24 02:10:29 +01:00
ad79aa2865 Small rendering improvements
- Make view and projection matrix part of the camera
- Add a getter function for the camera in renderer
- Take shader uniform values by const ref
2022-12-24 02:04:51 +01:00
fd68c5dde3 Moving Physics to its own system
- Moved Physx to a singular Physics system
- Removed old Physx test code from application.cpp
2022-12-24 02:00:11 +01:00
1f1a776686 Adding physx and fixing memory allocation of AssetView 2022-12-22 17:16:09 +01:00
e7f1bd7d52 Removing big memory hog from renderer 2022-12-21 19:11:27 +01:00
a1ec94e983 Applying better design choices for general engine
Renderer is causing a big memory leak because it never deletes its Vertex Array
2022-11-12 22:40:36 +01:00
4b84707f98 New entrypoint 2022-11-12 16:57:34 +01:00
3d3596a3b6 Framebuffer now takes a size parameter
Scene now fills entire scene/Game view widget
2022-11-11 19:30:54 +01:00
628225af45 Asset explorer showing files
After loading a project the asset explorer now show all the project files.
2022-11-11 13:10:05 +01:00
b5db500d48 Import / Export Meshes 2022-11-10 21:51:11 +01:00
f7a85d53ab Editor Asset explorer setup 2022-11-10 21:50:27 +01:00
c57177a1a9 Rudimentary Scene loading 2022-11-09 15:27:06 +01:00
9a9db279a5 Added new ComponentWidget and ViewWidget
A Render3DComponent can now be edited, A game view is available in the editor for game runtime rendering
2022-11-05 20:50:35 +01:00
210d535c41 Removed unnecessary inlcudes
This togheter with the previous commit has drastically improved compile time
2022-11-05 20:33:19 +01:00
b2688e843c Precompiled header for the engine core library 2022-11-05 20:14:36 +01:00
28c64b43ba Improved architecute
further abstracting away the runtime
2022-11-05 19:14:23 +01:00
02e14aa8fa Solving a few warnings 2022-11-05 17:17:08 +01:00
7343300dcb Loading Projects now 2022-11-05 13:47:37 +01:00
3b91516d6e Move Editor UI into its own 'UI' folder 2022-11-05 13:47:19 +01:00
c8ebc0fa17 Working on scene and project serialisation
Added scene/project save and load to main menu, added file dialogs for opening and saving scene/project
2022-11-05 12:50:01 +01:00
41d5b87c7b Editor console basics and more dependencies
Added basics of an editor console, Added YAML-CPP as a dependency of the editor , Added NativeFileDialog as a dependency
2022-11-05 12:29:50 +01:00
b44c88d05c Engine clean
Added namespaces to the core engine, improved premake setup, added a buildsolution batch script, removed tinygltf submodule
2022-11-04 14:14:53 +01:00
644b6db100 More official engine name
Updating name in readme, added more recent screenshot
2022-11-04 09:56:38 +01:00
f37175a01e Additions to editor
Entities can be selected using the scene-explorer, Components can be viewed and edited through the inspector , empty Entities can be added through the mainmenu bar
2022-11-03 20:33:14 +01:00
c62f3615d4 Redering cube in editor 2022-11-03 15:06:42 +01:00
3e75406783 Adding ImGuizmo submodule 2022-11-03 10:42:57 +01:00
65ae892951 Performance sampler added 2022-10-30 16:25:18 +01:00
f0984b6117 Adding a really basic ambient light component 2022-10-23 17:33:49 +02:00
adf2331ab1 Render position of the cube based on the transform component, fixed some compile issues with the previous commit 2022-10-23 14:36:23 +02:00
99eb5282e5 Added a prepare step to the renderer , removed transform object and GPUBucket object, Added a mesh to the Render3DComponent
The renderer prepare uploads the necessary vertex data to the GPU
2022-10-23 14:02:13 +02:00
bc1254e427 Rendering a cube basics through ENTT 2022-10-23 12:57:58 +02:00
7458254b2d Basic Entity Components implementation 2022-10-23 00:14:47 +02:00
b359a940ba Adding a new submodel ENTT 2022-10-22 17:20:09 +02:00
e0e8de90b1 Removing B-ECS from BarinkEngine, Moving not really graphics related definitions outside the graphics folder, Moving Graphical primitives into a graphics primitives subfolder 2022-10-22 15:36:28 +02:00
23ac663667 Sandbox App is no longer an editor, Editor setup has moved to the editor project 2022-10-22 15:21:48 +02:00
955eeabb48 Adding / organizing the workspace into multple seperate projects 2022-10-22 14:58:55 +02:00
29e715b92a Adding docking support through ImGui , Adding multiviewport support through ImGui, Moving header file back into the src directory , started building the editor, Added framebuffer to renderer.
BUG:
The framebuffer will not be displayed in the editor for some reason
2022-10-22 13:27:23 +02:00
463a9ff307 Sped up application load time by Enginestatistics allocation from heap to stack, Colour and rotation render test 2022-10-09 21:13:24 +02:00
cbbdafcb3e Moved rendering code outside of the sandbox update function, renderer instance is now rendering the cube ( although colour is still missing but should be something simple) 2022-10-08 20:40:06 +02:00
b03b82272f Moving to a single renderer instance system 2022-10-08 15:34:02 +02:00
3974889f7e More config and testing adding models
Seperated Sanbox premake config from the main premake file.
2022-08-15 21:35:22 +02:00
db6def3bc9 FIXED inputsystem linker error 2022-08-15 21:15:12 +02:00
ab5599f1fc Started development of BECS - the basic ECS system for the engine 2022-08-06 18:24:05 +02:00
3639f967e1 Ignore untracked file changes in some submodules
These files are probably nothing of great importance to our
development and thus have no business showing up in our git status
2022-08-06 18:22:10 +02:00
5a06b068f3 Moving source files to a src folder 2022-08-06 18:21:42 +02:00
e31fd036ea Added the basics for a scene explorer in ImGui 2022-07-10 15:52:25 +02:00
6a2e8d3b2f Basic Scene creation 2022-07-09 22:21:56 +02:00
f8b390923e Working on semi proper API to build a scene 2022-07-09 21:22:50 +02:00
b7e3465406 Editing the modelimporter to allow to create scene graphs 2022-07-08 21:35:14 +02:00
193 changed files with 24640 additions and 18633 deletions

2
.gitattributes vendored
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@ -1 +1,3 @@
*.png filter=lfs diff=lfs merge=lfs -text
*.webp filter=lfs diff=lfs merge=lfs -text
*.xcf filter=lfs diff=lfs merge=lfs -text

15
.gitignore vendored
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@ -1,12 +1,11 @@
build/
intermediates/
**/build/
**/intermediates/
tools/
*.make
Makefile
.vscode/
libs/lua
libs/glad
Debug/
*.sln
*.vcxproj
*.vcxproj.filters
@ -17,4 +16,12 @@ x64/
*.gltf
!sponza.gltf
imgui.ini
imgui.ini
libs/physx/physx/include/
libs/physx/physx/compiler/
libs/physx/physx/buildtools/
libs/physx/physx/bin/
libs/nativefiledialog/build/
.docker
**/bin/

25
.gitmodules vendored
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@ -4,12 +4,10 @@
[submodule "glm"]
path = libs/glm
url = https://github.com/nigelbarink/glm.git
ignore = untracked
[submodule "spdlog"]
path = libs/spdlog
url = https://github.com/nigelbarink/spdlog.git
[submodule "tinygltf"]
path = libs/tinygltf
url = https://github.com/syoyo/tinygltf.git
[submodule "GorrillaAudio"]
path = libs/GorillaAudio
url = https://github.com/mewspring/gorilla-audio.git
@ -22,6 +20,27 @@
[submodule "libs/steam-audio"]
path = libs/steam-audio
url = https://github.com/ValveSoftware/steam-audio.git
ignore = untracked
[submodule "libs/physx"]
path = libs/physx
url = https://git.barink.dev/Nigel/PhysX.git
ignore = dirty
[submodule "libs/entt"]
path = libs/entt
url = https://github.com/skypjack/entt.git
[submodule "libs/guizmo"]
path = libs/guizmo
url = https://github.com/CedricGuillemet/ImGuizmo.git
[submodule "libs/yaml-cpp"]
path = libs/yaml-cpp
url = https://git.barink.dev/Nigel/yaml-cpp.git
[submodule "libs/nativefiledialog"]
path = libs/nativefiledialog
url = https://git.barink.dev/Nigel/nativefiledialog.git
ignore = dirty
[submodule "libs/mINI"]
path = libs/mINI
url = https://github.com/pulzed/mINI.git
[submodule "libs/imgui-filebrowser"]
path = libs/imgui-filebrowser
url = https://github.com/AirGuanZ/imgui-filebrowser.git

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@ -1,6 +0,0 @@
{
"cmake.configureOnOpen": true,
"files.associations": {
"iosfwd": "cpp"
}
}

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@ -1,64 +0,0 @@
#include "BarinkEngine.h"
#include <phonon.h>
EngineStatistics* ES;
BarinkEngine::InputManager InputSystem;
int main(int argc, char* argv[]) {
// Setup performance sampler
PerfomanceSamplerInit();
// Startup services
BarinkWindow MainWindow = BarinkWindow(800, 600);
BarinkEngine::Renderer renderer = BarinkEngine::Renderer();
InputSystem = BarinkEngine::InputManager();
InputSystem.attach(&MainWindow);
GUIManager GUISystem = GUIManager(&MainWindow);
glEnable(GL_DEPTH_TEST);
// First call to setup game
Start();
// Runtime loop
while (!MainWindow.WindowShouldClose()) {
SamplePerformance();
// Execute main logic
InputSystem.PollEvents();
Update();
renderer.Render();
ImmediateGraphicsDraw();
GUISystem.Render();
MainWindow.SwapBuffers();
}
// Shutdown game
Stop();
// Shutdown Services
delete ES;
return 0;
}

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@ -1,25 +0,0 @@
#include "../Include/EventSystem/EventEmitter.h"
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*>{};
}

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@ -1,26 +0,0 @@
#pragma once
#define TINYGLTF_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION
#define TINYGLTF_NO_EXTERNAL_IMAGE
#include "Graphics/Mesh.h"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <string>
class ModelImporter {
private:
void ImportFBX(std::string path);
void ImportBlend(std::string path);
void ImportGLTF(std::string path);
void ImportOBJ(std::string path);
static BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene);
static std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene);
public:
void Import(std::string path);
static std::vector<BarinkEngine::Mesh> Test();
};

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@ -1,24 +0,0 @@
#pragma once
#include "glm/glm.hpp"
#include "graphics/Shader.h"
#include "graphics/Window.h"
#include "graphics/Texture.h"
#include "graphics/Camera.h"
#include "graphics/Renderable.h"
#include "Graphics/Material.h"
#include "spdlog/spdlog.h"
#include "Input/InputManager.h"
#include "Graphics/Renderer.h"
#include "Graphics/GUI/GUIManager.h"
#include "Scene.h"
#include "PerfCounter.h"
extern void Start();
extern void Update();
extern void ImmediateGraphicsDraw();
extern void Stop();
extern BarinkEngine::InputManager InputSystem;

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@ -1,12 +0,0 @@
#pragma once
#include <string>
class EditorWindow {
protected:
std::string WindowTitle;
public:
virtual void Show() = 0;
};

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@ -1,11 +0,0 @@
#pragma once
#include <string>
struct Event
{
public:
std::string name;
int argc;
void** argv;
};

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@ -1,16 +0,0 @@
#pragma once
#include "Event.h"
#include "EventListener.h"
class EventEmitter {
public:
void Subscribe (EventListener& subscriber);
void Unsubscribe(EventListener& subscriber);
protected:
std::list<EventListener*> subscribers;
void EmitEvent(Event& incident);
EventEmitter();
};

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@ -1,5 +0,0 @@
#include "EventListener.h"
void EventListener::ReceiveEvent(Event& incident)
{
}

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@ -1,8 +0,0 @@
#pragma once
#include "Event.h"
#include <list>
class EventListener{
public:
virtual void ReceiveEvent(Event& incident);
};

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@ -1,19 +0,0 @@
#pragma once
#include <glad/glad.h>
class Buffer {
private:
unsigned int id;
public:
int getBufferID();
void createBuffer();
void setBufferData(void* data, size_t dataSize, bool elementBuffer );
void Bind(bool elementBuffer);
void Unbind(bool elementBuffer);
void Delete();
};

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@ -1,22 +0,0 @@
#pragma once
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
class Camera {
public:
glm::vec3 Position;
glm::vec3 Rotation;
float Zoom;
Camera(glm::vec3 position, glm::vec3 rotation, float zoom );
~Camera();
glm::mat4 GetViewMatrix();
private:
glm::vec3 Front;
glm::vec3 Right;
glm::vec3 Up;
};

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@ -1,15 +0,0 @@
#pragma once
#include "Graphics/Window.h"
class GUIManager {
public:
GUIManager(BarinkWindow* window);
~GUIManager();
void Render();
private:
BarinkWindow* currentwindow;
};

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@ -1,19 +0,0 @@
#pragma once
#include <glm/glm.hpp>
#include <string>
#include "Shader.h"
class Material {
public:
Material(const Shader& shader);
void Apply();
glm::vec3 Color;
private:
const Shader& shader;
};

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@ -1,20 +0,0 @@
#pragma once
#include <vector>
#include <glm/glm.hpp>
namespace BarinkEngine{
struct Vertex {
glm::vec3 vertices;
glm::vec2 uv;
};
class Mesh {
public:
std::vector<Vertex> vertices;
std::vector<unsigned int > elements;
};
}

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@ -1,30 +0,0 @@
#pragma once
#include "BarinkEngine.h"
#include <vector>;
class RenderSurface
{
public:
RenderSurface();
~RenderSurface();
void Draw();
private:
// would normally be a material
// however rendersurface is special and
// thus does not contain a material
Shader* shader;
// Basically a mesh
std::vector<glm::vec3> verts;
std::vector<unsigned int > indices;
Buffer vertexBuffer;
Buffer elementBuffer;
VertexArray VAO;
};

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@ -1,37 +0,0 @@
#pragma once
#include <vector>
#include "Mesh.h"
#include "Buffer.h"
#include "Material.h"
#include "Texture.h"
#include "VertexArray.h"
#include "Scene.h"
class Renderable : public SceneNode {
public:
/*
* NOTE: Should combine into a Mesh!!
*/
Buffer vertexBuffer;
Buffer elementBuffer;
//Buffer uv;
VertexArray VAO;
GLuint UV_id;
Material* material;
Texture* texture;
Shader* shader;
~Renderable();
static Renderable* Load();
void Draw();
private:
std::vector<BarinkEngine::Mesh> meshes;
Renderable();
};

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@ -1,21 +0,0 @@
#pragma once
#include "Graphics/Renderable.h"
#include <vector>
namespace BarinkEngine {
class Renderer {
public:
Renderer();
~Renderer();
void Render();
void Submit(Renderable* model);
private:
std::vector<Renderable*> models;
};
}

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@ -1,27 +0,0 @@
#pragma once
#include <glad/glad.h>
#include <string>
#include <iostream>
#include <fstream>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
class Shader {
private:
char* readFile (const char* filePath);
public:
Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath);
void Use();
void setUniformMat4(std::string uniformName, glm::mat4 matrix4)const;
void setUniformVec4(std::string uniformName, glm::vec4 vector4)const;
void setUniformVec3(std::string uniformName, glm::vec3 vector3)const;
void setUniformVec2(std::string uniformName, glm::vec2 vector2)const;
void setUniformFloat(std::string uniformName, float value)const;
void setUniformInt(std::string uniformName, int value) const ;
int id;
};

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@ -1,18 +0,0 @@
#pragma once
#include <spdlog/spdlog.h>
#include <string>
class Texture {
public:
Texture(const std::string texturePath);
void Bind();
void Unbind();
private:
unsigned int Id;
};

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@ -1,18 +0,0 @@
#pragma once
class VertexArray{
private:
unsigned int id;
public:
void Create();
void Bind();
void Unbind();
void Delete();
void AttachAttribute(unsigned int index, int size, int stride);
};

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@ -1,37 +0,0 @@
#pragma once
#define GLFW_STATIC
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include "../Include/EventSystem/EventListener.h"
class BarinkWindow : EventListener {
private:
GLFWwindow* window;
bool FullScreen;
bool VulkanSupported;
int Width, Height;
static bool InitGLFW();
public:
BarinkWindow(const int width, const int height);
~BarinkWindow();
GLFWwindow* windowptr();
void ReceiveEvent(Event& incident) override;
bool WindowShouldClose();
void Poll();
void SwapBuffers();
};

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@ -1,27 +0,0 @@
#pragma once
#include <vector>
#include "Graphics/Window.h"
#include "EventSystem/EventEmitter.h"
namespace BarinkEngine {
class InputManager : EventEmitter {
public:
InputManager();
void PollEvents();
void attach(BarinkWindow* window);
// GLFW Handlers
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
static void CursorPositionCallback(GLFWwindow* window, double x, double y);
static void CursorEnterCallback(GLFWwindow* window, int entered);
static void MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
static void ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
private:
std::vector<BarinkWindow*> windows;
};
}

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@ -1,50 +0,0 @@
#pragma once
#include <chrono>
#include <imgui.h>
struct EngineStatistics {
uint32_t lastSampleTime;
float frameTime;
uint32_t verts;
uint32_t DC;
uint64_t frames;
uint64_t FPS;
};
extern EngineStatistics* ES;
inline void PerfomanceSamplerInit(){
ES = new EngineStatistics();
ES->frames = 0;
ES->lastSampleTime = 0;
ES->lastSampleTime = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count();
}
inline void SamplePerformance(void) {
ES->frames++;
ES->DC = 0;
ES->verts = 0;
unsigned int now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count();
unsigned int MilliSecondsPast = now - ES->lastSampleTime;
if (MilliSecondsPast >= 1000) {
ES->frameTime = (float)1000 / ES->frames;
ES->FPS = ES->frames;
ES->frames = 0;
ES->lastSampleTime = now;
}
}
inline void ShowStats() {
ImGui::Begin("Statistics", false, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove);
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();
}

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@ -1,47 +0,0 @@
#pragma once
#include <string>
#include <vector>
#include "glm/glm.hpp"
/*
* Scene should be a description of a game world
*/
struct Transform {
glm::vec3 Position;
glm::vec3 Rotation;
glm::vec3 Scale;
glm::mat4 ModelMatrix;
};
class SceneNode {
public:
std::string name;
Transform transform;
SceneNode* parent;
std::vector<SceneNode*> children;
void addChild(SceneNode& node);
};
class Scene {
public:
SceneNode& GetSceneNode(std::string);
SceneNode& GetRoot();
Scene(std::string SceneName = "Default Scene");
~Scene();
private:
SceneNode* root;
};

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@ -1,28 +0,0 @@
#pragma once
#include <string>
extern "C"
{
#include "lauxlib.h"
#include "lua.h"
#include "lualib.h"
}
#include "LuaScriptingManager.h"
/*
class LuaScript {
public:
LuaScript(const std::string&);
void execute(lua_State& l);
private:
std::string filePath;
};
*/

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@ -1,28 +0,0 @@
#pragma once
#include <vector>
extern "C"
{
#include "lauxlib.h"
#include "lua.h"
#include "lualib.h"
}
#include "LuaScript.h"
/*
class LuaScriptingManager
{
public:
std::vector<LuaScript*> scripts;
LuaScriptingManager();
void ExecuteLuaString(const std::string&);
private:
lua_State* L;
lua_State& getState();
};*/

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@ -1,118 +0,0 @@
#include "BarinkEngine.h"
#include "Input/InputManager.h"
#include "GLFW/glfw3.h"
#include "spdlog/spdlog.h"
#include <iostream>
void BarinkEngine::InputManager::PollEvents()
{
for (auto it = windows.begin(); it != windows.end(); ++it) {
(*it)->Poll();
}
}
void BarinkEngine::InputManager::KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
{
Event KeyEvent{};
KeyEvent.name = "KEY";
InputSystem.EmitEvent(KeyEvent);
if (key == GLFW_KEY_A && action == GLFW_PRESS)
{
std::cout << "'a' key was pressed" << std::endl;
}
}
void BarinkEngine::InputManager::CursorPositionCallback(GLFWwindow* window, double x, double y)
{
//std::cout << "Cursor Position x: " << x << ", y: " << y << std::endl;
Event CursorPosUpdate{};
CursorPosUpdate.name = "UPDATE::CURSOR:POSITION";
InputSystem.EmitEvent(CursorPosUpdate);
}
void BarinkEngine::InputManager::CursorEnterCallback(GLFWwindow* window, int entered)
{
if (entered) {
Event mouseEntered {};
mouseEntered.name = "Mouse Entered Window's confines!";
mouseEntered.argc = 0;
InputSystem.EmitEvent(mouseEntered);
}
else {
Event mouseLeft{};
mouseLeft.name = "Mouse Left Window's confines!";
mouseLeft.argc = 0;
InputSystem.EmitEvent(mouseLeft);
}
}
void BarinkEngine::InputManager::MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
{
Event MouseButtonEvent{};
MouseButtonEvent.name = "MOUSEBUTTON";
InputSystem.EmitEvent(MouseButtonEvent);
if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS) {
std::cout << "Right mouse button was pressed!" << std::endl;
}
}
void BarinkEngine::InputManager::ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
{
std::cout << "Scroll: x: " << xoffset << ", y: " << yoffset << std::endl;
Event ScrollEvent{};
ScrollEvent.name = "SCROLL";
InputSystem.EmitEvent(ScrollEvent);
}
void BarinkEngine::InputManager::attach(BarinkWindow* window)
{
windows.push_back(window);
// Attach callbacks
glfwSetKeyCallback(window->windowptr(), KeyCallback);
glfwSetCursorPosCallback(window->windowptr(), CursorPositionCallback);
glfwSetCursorEnterCallback(window->windowptr(), CursorEnterCallback);
glfwSetMouseButtonCallback(window->windowptr(), MouseButtonCallback);
glfwSetScrollCallback(window->windowptr(), ScrollCallback);
this->Subscribe( (EventListener&)(*window));
}
BarinkEngine::InputManager::InputManager() : EventEmitter ()
{
windows = std::vector<BarinkWindow*>();
}

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@ -1,52 +0,0 @@
#include "Scene.h"
SceneNode* SearchInChildren(SceneNode* root, std::string name ) {
if (root->name == name)
return root;
SceneNode* found = nullptr;
for (auto child : root->children) {
found = SearchInChildren(child, name);
}
return found;
}
SceneNode& Scene::GetSceneNode(std::string name)
{
return *SearchInChildren(root, name);
}
SceneNode& Scene::GetRoot()
{
return *root;
}
Scene::Scene(std::string sceneName)
{
// Create a root node
root = new SceneNode();
root->name = sceneName;
root->transform = Transform();
root->transform.Position = glm::vec3(0);
root->transform.Rotation = glm::vec3(0);
root->transform.Scale = glm::vec3(0);
root->transform.ModelMatrix = glm::mat4(0);
}
Scene::~Scene()
{
// Destruct scene!
}
void SceneNode::addChild(SceneNode& node)
{
children.push_back(&node);
}

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@ -1,11 +0,0 @@
#include "Scripting/LuaScript.h"
/*
LuaScript::LuaScript(const std::string& path)
: filePath(path) {
}
void LuaScript::execute(lua_State& l)
{
luaL_dofile(&l, filePath.c_str());
}
*/

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@ -1,18 +0,0 @@
#include "Scripting/LuaScriptingManager.h"
/*
LuaScriptingManager::LuaScriptingManager()
{
L = luaL_newstate();
luaL_openlibs(L);
}
void LuaScriptingManager::ExecuteLuaString(const std::string& code) {
luaL_dostring(L, code.c_str());
}
lua_State& LuaScriptingManager::getState()
{
return (*L);
}
*/

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@ -1,47 +0,0 @@
#include "Graphics/Buffer.h"
int Buffer::getBufferID() {
return id;
}
void Buffer::createBuffer() {
glGenBuffers(1, (GLuint*) &id);
}
void Buffer::setBufferData(void* data, size_t dataSize, bool elementBuffer = false ) {
if (elementBuffer) {
glBufferData(GL_ELEMENT_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
}
else {
glBufferData(GL_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
}
}
void Buffer::Bind(bool elementBuffer = false ) {
if (elementBuffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
}
else {
glBindBuffer(GL_ARRAY_BUFFER, id);
}
}
void Buffer::Unbind(bool elementBuffer = false) {
if (elementBuffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
else {
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
}
void Buffer::Delete() {
glDeleteBuffers(1, (GLuint*) &id);
}

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@ -1,22 +0,0 @@
#include "Graphics/Camera.h"
Camera::Camera(glm::vec3 position, glm::vec3 rotation, float zoom)
: Position(position), Rotation(rotation), Zoom(zoom) {
Front = glm::vec3(-1.0f, 0.0f, 0.0f);
Right = glm::vec3(0.0f, 0.0f, 1.0f);
Up = glm::vec3(0.0f, 1.0f, 0.0f);
}
Camera::~Camera() {
}
glm::mat4 Camera::GetViewMatrix() {
return glm::lookAt(
Position,
Position + Front,
Up
);
}

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@ -1,38 +0,0 @@
#include "Graphics/GUI/GUIManager.h"
#include "imgui.h"
#include "backends/imgui_impl_opengl3.h"
#include <backends/imgui_impl_glfw.cpp>
GUIManager::GUIManager(BarinkWindow* window)
: currentwindow(window)
{
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
(void)io;
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(currentwindow->windowptr(), true);
ImGui_ImplOpenGL3_Init("#version 440");
ImGui_ImplGlfw_NewFrame();
ImGui_ImplOpenGL3_NewFrame();
}
GUIManager::~GUIManager()
{
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}
void GUIManager::Render()
{
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}

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@ -1,10 +0,0 @@
#include "../Include/Graphics/Material.h"
Material::Material(const Shader& shader) :
shader(shader) {
}
void Material::Apply() {
shader.setUniformVec3("Color", Color);
}

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@ -1,133 +0,0 @@
#include "AssetManager/ModelImporter.h"
void ModelImporter::ImportFBX(std::string path)
{
//spdlog::warn("ImportFBX not implemented!");
}
void ModelImporter::ImportBlend(std::string path)
{
//spdlog::warn("ImportBlend not implemented!");
}
void ModelImporter::ImportGLTF(std::string path)
{
//spdlog::warn("ImportGLTF not implemented!");
}
void ModelImporter::ImportOBJ(std::string path)
{
//spdlog::warn("ImportOBJ not implemented!");
}
void ModelImporter::Import(std::string path)
{
//spdlog::warn("Import not implemented!");
}
std::vector<BarinkEngine::Mesh> ModelImporter::Test() {
/*
spdlog::info("====== Tiny GLTF ======");
tinygltf::Model loadedModel;
tinygltf::TinyGLTF loader;
std::string error;
std::string warn;
bool ret = loader.LoadASCIIFromFile(&loadedModel, &error, &warn, "./Build/SandboxApplication/Debug/sponza.gltf");
if (!warn.empty())
spdlog::warn("TinyGLTF Warning: {}", warn);
if (!error.empty())
spdlog::error("TinyGLTF Error: {}", error);
if (!ret) {
spdlog::error("TinyGLTF Error: Failed to parse glTF");
exit(-1);
}
spdlog::info("Meshes in model: {}", loadedModel.meshes.size());
spdlog::info("Primitives in mesh: {}", loadedModel.meshes[0].primitives.size());
*/
//spdlog::info("======= Assimp ======");
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile("build/SandboxApplication/Debug/Models/Cube.obj", aiProcess_Triangulate | aiProcess_FlipUVs);
aiNode* currentNode = scene->mRootNode;
return processNode(currentNode, scene);
}
std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene) {
std::vector<BarinkEngine::Mesh> meshes;
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;
}
BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene) {
std::vector<unsigned int> indices;
std::vector<BarinkEngine::Vertex> vertices;
// Process vertices
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
BarinkEngine::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;
}
vertices.push_back(v);
}
// Process 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++) {
indices.push_back(face.mIndices[j]);
}
}
BarinkEngine::Mesh result;
result.vertices = vertices;
result.elements = indices;
return result;
}

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@ -1,46 +0,0 @@
#include "Graphics/RenderSurface.h";
RenderSurface::RenderSurface(){
shader = new Shader("build/SandboxAppliction/Debug/renderSuface.vs", "build/SandboxApplication/Debug/renderSurface.fs");
verts = std::vector<glm::vec3>{
{-0.5f, 0.5f, 0.0f}, // 0
{-0.5f, -0.5f, 0.0f}, // 1
{0.5f, -0.5f, 0.0f}, // 2
{0.5f, 0.5f, 0.0f}, // 3
};
indices = std::vector<unsigned int>{
0,2,1,
0,3,2
};
VAO.Create();
VAO.Bind();
vertexBuffer.createBuffer();
vertexBuffer.Bind(false);
vertexBuffer.setBufferData(&verts[0], verts.size() * sizeof(glm::vec3), false);
elementBuffer.createBuffer();
elementBuffer.Bind(true);
elementBuffer.setBufferData(&indices[0], indices.size() * sizeof(unsigned int), true);
VAO.AttachAttribute(0, 3, 0);
vertexBuffer.Unbind(false);
VAO.Unbind();
}
RenderSurface::~RenderSurface() {
delete shader;
}
void RenderSurface::Draw() {
}

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@ -1,62 +0,0 @@
#include "Graphics/Renderable.h"
#include "AssetManager/ModelImporter.h"
#include "PerfCounter.h"
Renderable* Renderable::Load()
{
return new Renderable();
}
Renderable::Renderable()
{
meshes = ModelImporter::Test();
transform.Scale = glm::vec3(1.0f);
transform.Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
transform.Position = glm::vec3(0.0f, 0.0f, 0.0f);
VAO.Create();
VAO.Bind();
vertexBuffer.createBuffer();
vertexBuffer.Bind(false);
vertexBuffer.setBufferData(&meshes[0].vertices[0], meshes[0].vertices.size() * sizeof(BarinkEngine::Vertex), false);
elementBuffer.createBuffer();
elementBuffer.Bind(true);
elementBuffer.setBufferData(&meshes[0].elements[0], meshes[0].elements.size() * sizeof(unsigned int), true);
VAO.AttachAttribute(0, 3, sizeof(BarinkEngine::Vertex));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex),(void* )offsetof(BarinkEngine::Vertex, vertices));
glEnableVertexAttribArray(1);
vertexBuffer.Unbind(false);
VAO.Unbind();
}
Renderable::~Renderable()
{
glDeleteBuffers(1, &UV_id);
}
void Renderable::Draw()
{
VAO.Bind();
elementBuffer.Bind(true);
glActiveTexture(GL_TEXTURE0);
glUniform1i(glGetUniformLocation(shader->id, "Texture"), GL_TEXTURE0);
texture->Bind();
ES->verts = meshes[0].vertices.size();
ES->DC++;
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(meshes[0].elements.size()), GL_UNSIGNED_INT, NULL);
VAO.Unbind();
}

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@ -1,25 +0,0 @@
#include "Graphics/Renderer.h"
BarinkEngine::Renderer::Renderer()
{
models = std::vector<Renderable*>();
}
BarinkEngine::Renderer::~Renderer()
{
// CleanUp!
}
void BarinkEngine::Renderer::Render()
{
for (auto model : models) {
model->Draw();
}
}
void BarinkEngine::Renderer::Submit(Renderable* model)
{
models.push_back(model);
}

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@ -1,124 +0,0 @@
#include "Graphics/Shader.h"
#include "spdlog/spdlog.h"
Shader::Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath)
{
char infoLog[512];
int succes;
char* vertexCode = readFile(vertexShaderPath.c_str());
//spdlog::info(vertexCode);
unsigned int vertId = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertId, 1, &vertexCode, NULL);
glCompileShader(vertId);
glGetShaderiv(vertId, GL_COMPILE_STATUS, &succes);
if(!succes){
glGetShaderInfoLog(vertId, 512, NULL, infoLog);
spdlog::error( "Vertex shader has compile error {}", infoLog);
return;
}
char* fragmentCode = readFile(fragmentShaderPath.c_str());
//spdlog::info(fragmentCode);
unsigned int fragId = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragId, 1, &fragmentCode, NULL);
glCompileShader(fragId);
glGetShaderiv(fragId, GL_COMPILE_STATUS, &succes);
if(!succes){
glGetShaderInfoLog(fragId, 512, NULL, infoLog);
spdlog::error("Fragment shader has compile error {}", infoLog);
return;
}
id = glCreateProgram();
glAttachShader(id, vertId);
glAttachShader(id, fragId);
glLinkProgram(id);
int success;
glGetProgramiv(id, GL_LINK_STATUS, &success);
if(!success) {
glGetProgramInfoLog(id, 512, NULL, infoLog);
printf("ERROR::SHADER_PROGRAM::LINKING_FAILED\n %s", infoLog);
}
delete vertexCode;
delete fragmentCode;
}
char* Shader::readFile (const char* filePath){
std::ifstream file ;
file.open(filePath);
if(file.is_open() == false){
spdlog::info("File not found.");
return nullptr;
}
// Determine the file size!
file.seekg(0, std::ios::end);
size_t filesize = file.tellg();
// Undo previous seek.
file.seekg(0, std::ios::beg);
//spdlog::info("filesize: {}", filesize);
// Create a big enough buffer for the file
size_t bufferSize = filesize + 3;
char* FileBuffer = new char[bufferSize];
memset(FileBuffer, '\0', bufferSize);
// read the whole file
file.read(FileBuffer, filesize);
return FileBuffer;
}
void Shader::Use()
{
glUseProgram(id);
}
void Shader::setUniformMat4(std::string uniformName, glm::mat4 matrix4) const
{
glUniformMatrix4fv(glGetUniformLocation(id, uniformName.c_str()), 1, GL_FALSE, glm::value_ptr(matrix4));
}
void Shader::setUniformVec4(std::string uniformName, glm::vec4 vector4) const
{
glUniform4fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector4));
}
void Shader::setUniformVec3(std::string uniformName, glm::vec3 vector3) const
{
glUniform3fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector3));
}
void Shader::setUniformVec2(std::string uniformName, glm::vec2 vector2) const
{
glUniform2fv(glGetUniformLocation(id, uniformName.c_str()),1, glm::value_ptr(vector2));
}
void Shader::setUniformFloat(std::string uniformName, float value) const
{
glUniform1f(glGetUniformLocation(id, uniformName.c_str()), value);
}
void Shader::setUniformInt(std::string uniformName, int value) const
{
glUniform1i(glGetUniformLocation(id, uniformName.c_str()), value);
}

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@ -1,40 +0,0 @@
#include "../Include/Graphics/Texture.h"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define STB_IMAGE_IMPLEMENTATION
#include "Graphics/stb_image.h"
#include <iostream>
Texture::Texture(const std::string texturePath) {
int width, height, channels;
unsigned char* data = stbi_load(texturePath.c_str(), &width, &height, &channels, 0);
std::cout << channels << std::endl;
if (data) {
glGenTextures(1, &Id);
glBindTexture(GL_TEXTURE_2D, Id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
else {
spdlog::error("Failed to load image (%s)", texturePath );
}
stbi_image_free(data);
}
void Texture::Bind() {
glBindTexture(GL_TEXTURE_2D, Id);
}
void Texture::Unbind() {
glBindTexture(GL_TEXTURE_2D, 0);
}

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@ -1,25 +0,0 @@
#include "Graphics/VertexArray.h"
#include <glad/glad.h>
void VertexArray::Create(){
glGenVertexArrays(1, &id);
}
void VertexArray::Bind(){
glBindVertexArray(id);
}
void VertexArray::Unbind(){
glBindVertexArray(0);
}
void VertexArray::Delete() {
glDeleteVertexArrays(1, &id);
}
void VertexArray::AttachAttribute(unsigned int index , int size, int stride ){
glVertexAttribPointer(index, size, GL_FLOAT, GL_FALSE, stride, 0);
glEnableVertexAttribArray(0);
}

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@ -1,84 +0,0 @@
#include "Graphics/Window.h"
#include <stdlib.h>
#include <stdio.h>
#include <iostream>
#include <GLFW/glfw3.h>
#include <spdlog/spdlog.h>
#include "../Include/EventSystem/Event.h"
bool BarinkWindow::InitGLFW(){
if(!glfwInit())
{
spdlog::error("Failed to initialise GLFW!");
return false;
}
return true;
}
BarinkWindow::BarinkWindow(const int width, const int height) :
Width(width), Height(height), FullScreen(false){
if (InitGLFW()==false) {
exit(-1);
}
window = glfwCreateWindow(Width, Height, "BarinkEngine", NULL, NULL);
if( !window)
{
spdlog::error("GLFW failed to create window!");
glfwTerminate();
return;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
printf("Failed to initialize GLAD!\n");
exit(-1);
}
// Set vsync off !!
glfwSwapInterval(0);
VulkanSupported = glfwVulkanSupported();
glfwGetFramebufferSize(window, &Width, &Height);
glViewport(0,0, Width, Height);
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
}
BarinkWindow::~BarinkWindow(){
glfwTerminate();
}
GLFWwindow* BarinkWindow::windowptr()
{
return window;
}
bool BarinkWindow::WindowShouldClose(){
return glfwWindowShouldClose(window);
}
void BarinkWindow::Poll()
{
glfwPollEvents();
}
void BarinkWindow::SwapBuffers()
{
glfwSwapBuffers(window);
}
void BarinkWindow::ReceiveEvent(Event& incident)
{
std::cout << "EVENT RECEIVED: " << incident.name << std::endl;
}

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@ -1,83 +0,0 @@
project "BarinkEngine"
kind "StaticLib"
buildmessage "Building BarinkEngine"
includedirs {
"Include/",
"../libs/lua/include",
"../libs/spdlog/include",
"../libs/glm",
"../libs/GorillaAudio/include",
"../libs/physx/physx/include",
"../libs/steam-audio/include",
"../libs/assimp/include",
"../libs/glad/include",
"../libs/glfw/include",
"../libs/glew/include",
"../libs/glm",
"../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_Opengl3",
}
libdirs {
"../libs/steam-audio/lib/windows-x64",
"../libs/lua",
"../libs/spdlog/build/Release",
"../libs/assimp/lib/Debug",
"../libs/glfw/build/src/Debug",
}
files {
"../libs/glad/src/glad.c",
"./*.cpp",
"./*.h",
"./**/*.cpp",
"./**/*.h"
}
filter { "system:windows"}
prebuildcommands {
-- Copy shaders
"copy graphics\\shaders\\fragment.shader ..\\build\\SandboxApplication\\Debug\\test.fs",
"copy graphics\\shaders\\vertex.shader ..\\build\\SandboxApplication\\Debug\\test.vs",
"copy graphics\\shaders\\RenderSurfaceFrag.shader ..\\build\\SandboxApplication\\Debug\\RenderSurface.fs",
"copy graphics\\shaders\\RenderSurfaceVert.shader ..\\build\\SandboxApplication\\Debug\\RenderSurface.vs"
}
filter { "system:linux" }
prebuildcommands {
-- Copy shaders
"cp graphics/shaders/fragment.shader ../build/SandboxApplication/Debug/test.fs",
"cp graphics/shaders/vertex.shader ../build/SandboxApplication/Debug/test.vs",
"cp graphics/shaders/RenderSurfaceFrag.shader ../build/SandboxApplication/Debug/RenderSurface.fs",
"cp graphics/shaders/RenderSurfaceVert.shader ../build/SandboxApplication/Debug/RenderSurface.vs"
}
include('../ImGui')

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DEVELOPMENT.md Normal file
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## Requirements
*_NOTE:_ Right now the build proces of some third party libraries have not been converted and may need special tooling*
#### Software
* Premake
* Git
* C++ Compiler
## Windows development workflow
User premake to generate project files for the approperiate build method.
On Windows I assume you'll build with visual studio
```bash
User:~$ premake vs2022
```
## Linux development workflow
Use premake to generate project files for the approperiate build method.
On Linux I assume you'll build with something like make.
```bash
User@Machine:~$ premake gmake2
```

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**.dll

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Editor/premake5.lua Normal file
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project "Editor"
kind "ConsoleApp"
buildmessage "Building editor ..."
links{
"YoggieEngine",
"ImGuizmo",
"yaml-cpp",
"nfd"
}
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"
}

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#pragma once
#include "../../YoggieEngine/src/YoggieEngine.h"
#include <filesystem>
#include <string>
#include "uuid.h"
enum class ASSET_TYPE {
Unknown = -1,
Mesh,
Texture,
Material,
Shader,
Model,
File
};
class Asset {
public:
Asset(const char* name): name(name) {}
virtual ASSET_TYPE GetType() { return detectAssetType(); }
const char* GetName() const { return name.c_str(); }
void setName(std::string& name) { name = name.c_str(); }
void setFilPath(std::string& path) { file = std::filesystem::path(path); }
std::string getId() { return Id.String(); }
protected:
uuid::v4::UUID Id = uuid::v4::UUID::New();
std::string name;
std::filesystem::path file;
ASSET_TYPE detectAssetType() {
auto ext = (file.extension()).string();
if (ext == ".obj" || ext == ".gltf" || ext == ".fbx" || ext == ".stl") {
return ASSET_TYPE::Model;
}
else if (ext == ".yproj") {
return ASSET_TYPE::File;
}
else if (ext == ".vs" || ext == ".fs") {
return ASSET_TYPE::File;
}
else {
spdlog::warn("unknown file!");
return ASSET_TYPE::Unknown;
}
}
};

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#pragma once
#include "../../YoggieEngine/src/YoggieEngine.h"
#include "../EditorWindow.h"
#include "AssetRegistry.h"
const char* hidden_extensions [] {
".exe",
".pdb",
".idb",
".dll",
".ini"
};
class AssetFinder : public EditorWindow {
public:
AssetFinder () : EditorWindow("Assets") {}
AssetFinder(const std::filesystem::path& projectdirectory) : EditorWindow("Assets")
{
assetIcon = YoggieEngine::Texture("rsc/AssetIcon.png");
spdlog::info("asset iconID: {0}", assetIcon.GetID());
for (auto& dir_entry : std::filesystem::directory_iterator(projectdirectory)) {
auto filepath = dir_entry.path();
if (dir_entry.is_directory() || dir_entry.is_symlink() || dir_entry.is_socket())
continue;
bool has_hidden_extension = false;
for (auto hide : hidden_extensions) {
if (filepath.extension() == hide)
{
has_hidden_extension = true;
break;
}
}
if (has_hidden_extension)
continue;
Asset asset(filepath.filename().string().c_str());
auto filepathStr = filepath.string();
asset.setFilPath(filepathStr);
spdlog::info("Created asset: {0}", asset.GetName());
files.push_back(asset);
}
}
void Draw() override {
ImGui::DragInt("IconSize", &iconSize, 1, 30, 90);
ImGui::DragInt("Maximum Columns", &maxColumns, 1, 1, 6);
if (ImGui::BeginTable("##resources", 3))
{
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.f, 0.f, 0.f, 0.f));
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(0.f, 0.f, 0.f, 0.f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(1.f, 1.f, 1.f, 0.2f));
int row = 0;
int column = 0;
for (auto& asset : files ) {
if (column % 3 == 0) {
ImGui::TableNextRow();
column = 0;
row++;
}
ImGui::TableSetColumnIndex(column);
ImGui::ImageButton(
(ImTextureID)assetIcon.GetID(),
ImVec2{ (float)iconSize, (float)iconSize });
ImGui::Text(asset.GetName(), row);
column++;
}
ImGui::PopStyleColor(3);
ImGui::EndTable();
}
}
private:
std::vector <Asset> files = std::vector<Asset>();
int iconSize = 60;
int maxColumns = 3;
YoggieEngine::Texture folderIcon;
YoggieEngine::Texture assetIcon;
};

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#pragma once
#include <filesystem>
#include "../Asset.h"
class AssetLoader {
public:
virtual Asset LoadAsset(std::filesystem::path& path) = 0;
// virtual void PackageAsset(Asset& asset ) = 0;
};

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#include "ModelLoader.h"
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
void ProcessVertices(aiMesh* mesh, std::vector<YoggieEngine::Vertex>& out_vertices) {
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
YoggieEngine::Vertex v{};
glm::vec3 vector;
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
v.vertices = vector;
if (mesh->mTextureCoords[0]) {
glm::vec2 texCoord;
texCoord.x = mesh->mTextureCoords[0][i].x;
texCoord.y = mesh->mTextureCoords[0][i].y;
v.uv = texCoord;
}
out_vertices.push_back(v);
}
}
void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices) {
for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
aiFace face = mesh->mFaces[i];
if (face.mNumIndices < 3)
continue;
for (unsigned int j = 0; j < face.mNumIndices; j++) {
out_indices.push_back(face.mIndices[j]);
}
}
}
YoggieEngine::Mesh processMesh(aiMesh* mesh, const aiScene* scene) {
std::vector<unsigned int> indices;
std::vector<YoggieEngine::Vertex> vertices;
ProcessVertices(mesh, vertices);
ProcessIndices(mesh, indices);
YoggieEngine::Mesh result;
result.vertices = vertices;
result.elements = indices;
return result;
}
std::vector<YoggieEngine::Mesh> processNode(aiNode* node, const aiScene* scene) {
std::vector<YoggieEngine::Mesh> meshes = std::vector<YoggieEngine::Mesh>();
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene));
}
for (unsigned int i = 0; i < node->mNumChildren; i++) {
auto m2 = processNode(node->mChildren[i], scene);
for (auto m : m2) {
meshes.push_back(m);
}
}
return meshes;
}
Asset ModelLoader::LoadAsset(std::filesystem::path& path) {
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path.string(), aiProcess_Triangulate | aiProcess_FlipUVs);
aiNode* currentNode = scene->mRootNode;
spdlog::info("Loading meshes!" );
auto meshes = processNode(currentNode, scene);
spdlog::info("Model file contained {0} meshes", meshes.size() );
return Asset("Mesh");
}

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#pragma once
#include "AssetLoader.h"
class ModelLoader : AssetLoader {
public:
Asset LoadAsset(std::filesystem::path& path);
};

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#include "AssetRegistry.h"
#include <iostream>
#include <fstream>
#include <spdlog/spdlog.h>
/*
* this is still a very naive approach to the asset manager
*/
AssetRegistry::AssetRegistry()
{
}
void AssetRegistry::RegisterAsset(Asset& asset)
{
Assets.try_emplace(asset.getId() , asset);
}
void AssetRegistry::UnregisterAsset(Asset& asset) {
Assets.erase(asset.getId());
}
YoggieEngine::Mesh* AssetRegistry::LoadFromAssetFile(const std::filesystem::path assetPath)
{
YoggieEngine::Mesh* imported = nullptr;
std::ifstream AssetFile;
AssetFile.open(assetPath, std::ios::binary);
if (AssetFile.is_open()) {
char* Header = (char*)malloc(8);
unsigned long long Vsize = 0;
uint32_t Vnum = 0;
uint32_t Enum = 0;
// Read header
AssetFile.read(Header, 8);
AssetFile.read((char*)&Vsize, sizeof(unsigned long long));
AssetFile.read((char*)&Vnum, sizeof(uint32_t));
AssetFile.read((char*)&Enum, sizeof(uint32_t));
// print Header info
spdlog::info("File has header: {0}", Header);
spdlog::info ( "Vertex size: {0}", Vsize );
spdlog::info("Number of Vertices: {0}" ,Vnum );
spdlog::info ("Number of Elements: " , Enum );
free(Header);
imported = new YoggieEngine::Mesh();
// Load Vertices (Vertex + UV )
imported->vertices = std::vector < YoggieEngine::Vertex>();
for (int i = 0; i < Vnum; i++)
{
YoggieEngine::Vertex data = YoggieEngine::Vertex();
AssetFile.read((char*)&data, Vsize);
imported->vertices.push_back(data);
}
// skip x bytes
AssetFile.ignore(sizeof(char) * 3);
// Load Elements
imported->elements = std::vector<unsigned int>();
for (int i = 0; i < Enum; i++) {
unsigned int data = 0;
AssetFile.read((char*)&data, sizeof(unsigned int));
imported->elements.push_back(data);
}
}
else {
spdlog::error( "Failed ot open mesh " );
}
return imported;
}
YoggieEngine::Renderable* AssetRegistry::LoadFromSource(const std::filesystem::path srcPath, const std::filesystem::path assetFolder)
{
/*
* auto model = (YoggieEngine::ModelImporter()).Import(srcPath.string());
YoggieEngine::Mesh* exportMesh = model->renderable->mesh;
std::filesystem::path MeshFileName = assetFolder / srcPath.filename().replace_extension(".mesh");
spdlog::info( "Save path: {0}" , MeshFileName );
std::ofstream meshAsset;
meshAsset.open(MeshFileName, std::ios::binary);
if (meshAsset.is_open()) {
// write a header
static const char* HEADER = "MESH";
meshAsset.write(HEADER, sizeof(HEADER));
auto Vsize = sizeof(YoggieEngine::Vertex);
spdlog::info( "size of vertex: {0}" ,Vsize );
spdlog::info("Addr of vSize: {0}" , &Vsize );
auto Vnum = exportMesh->vertices.size();
auto Enum = exportMesh->elements.size();
meshAsset.write((char*)&Vsize, sizeof(unsigned long long));
meshAsset.write((char*)&Vnum, sizeof(uint32_t));
meshAsset.write((char*)&Enum, sizeof(uint32_t));
// write all vertices
for (auto& vertice : exportMesh->vertices)
{
meshAsset.write((char*)&vertice, sizeof(vertice));
}
// write 3 x 0 byte
meshAsset.write((const char*)"\0\0\0", sizeof(char) * 3);
// write all indices
for (auto index : exportMesh->elements) {
meshAsset.write((char*)&index, sizeof(index));
}
meshAsset.close();
}
else {
spdlog::error("Failed to create/open mesh file.");
}
return model->renderable;
*/
return nullptr;
}

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#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> ();
};

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#include "SceneSerializer.h"
#include "../../YoggieEngine/src/YoggieEngine.h"
#include <yaml-cpp/yaml.h>
#include <yaml-cpp/node/type.h>
#include <filesystem>
void WriteFile(std::string& emitter, std::filesystem::path path)
{
spdlog::info( "Writing Scene file to: {0}" , path.u8string());
std::ofstream sceneFile;
sceneFile.open(path.u8string());
sceneFile << emitter.c_str();
sceneFile.close();
}
YAML::Emitter& operator<< (YAML::Emitter& emitter, glm::vec3& vector) {
emitter << YAML::Flow << YAML::BeginSeq << vector.x << vector.y << vector.x << YAML::EndSeq;
return emitter;
}
std::string Serialize(YoggieEngine::Scene& scene) {
YAML::Emitter emitter;
emitter << YAML::BeginMap;
emitter << YAML::Key << "Scene" << YAML::Value << "test-Scene";
emitter << YAML::Key << "Entities" << YAML::Value << YAML::BeginSeq;
scene.getReg().each([&emitter, &scene](entt::entity enttNumber) {
YoggieEngine::Entity entity = YoggieEngine::Entity(enttNumber, &scene);
emitter << YAML::BeginMap;
emitter << YAML::Key << "Entity" << YAML::Value << entity.GetComponent<YoggieEngine::IdentifierComponent>().name;
if (entity.HasComponent<YoggieEngine::IdentifierComponent>()) {
emitter << YAML::Key << "Ident";
emitter << YAML::BeginMap;
emitter << YAML::Value << entity.GetComponent<YoggieEngine::IdentifierComponent>().name;
emitter << YAML::EndMap;
}
if (entity.HasComponent<YoggieEngine::TransformComponent>()) {
emitter << YAML::Key << "Transform" << YAML::Value;
emitter << YAML::BeginMap;
emitter << YAML::Key << "Position";
emitter << YAML::Value << entity.GetComponent<YoggieEngine::TransformComponent>().Position;
emitter << YAML::Key << "Rotation";
emitter << YAML::Value << entity.GetComponent<YoggieEngine::TransformComponent>().Rotation;
emitter << YAML::Key << "Scale";
emitter << YAML::Value << entity.GetComponent<YoggieEngine::TransformComponent>().Scale;
emitter << YAML::EndMap;
}
if (entity.HasComponent<YoggieEngine::LightComponent>()) {
emitter << YAML::Key << "Light";
emitter << YAML::Value;
emitter << YAML::BeginMap;
emitter << YAML::Key << "Color";
emitter << YAML::Value << entity.GetComponent<YoggieEngine::LightComponent>().Color;
emitter << YAML::EndMap;
}
emitter << YAML::EndMap;
});
emitter << YAML::EndSeq;
emitter << YAML::EndMap;
return std::string(emitter.c_str());
}
void SaveScene(std::filesystem::path path, YoggieEngine::Scene& scene) {
std::string YAMLString = Serialize(scene);
WriteFile(YAMLString, path);
}
void LoadScene(std::filesystem::path path, YoggieEngine::Scene& scene)
{
auto sceneYAML = YAML::LoadFile(path.u8string());
if (!sceneYAML["Scene"]) {
spdlog::error("Not a scene file!");
return;
}
scene.getReg().clear();
std::string SceneName = sceneYAML["Scene"].as<std::string>();
auto entities = sceneYAML["Entities"];
for (const auto& entity : entities) {
std::string entityID = entity["Ident"].as<std::string>();
YoggieEngine::Entity SE = scene.AddEntity(entityID);
if (entity["Transform"])
{
YoggieEngine::TransformComponent tc = SE.GetComponent <YoggieEngine::TransformComponent> ();
auto positionNode = entity["Transform"]["Position"];
tc.Position = glm::vec3(positionNode[0].as<float>(), positionNode[1].as<float>(), positionNode[2].as<float>());
auto rotationNode = entity["Transform"]["Rotation"];
tc.Rotation = glm::vec3(rotationNode[0].as<float>(), rotationNode[1].as<float>(), rotationNode[2].as<float>());
auto scaleNode = entity["Transform"]["Scale"];
tc.Scale = glm::vec3(scaleNode[0].as<float>(), scaleNode[1].as<float>(), scaleNode[2].as<float>());
}
if (entity["Light"]) {
YoggieEngine::LightComponent lc = SE.AddComponent<YoggieEngine::LightComponent>();
lc.Color = glm::vec3(entity["Light"]["Color"][0].as<float>(), entity["Light"]["Color"][1].as<float>(), entity["Light"]["Color"][2].as<float>());
}
}
}

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#pragma once
#include <entt/entity/fwd.hpp>
#include <glm/glm.hpp>
#include <yaml-cpp/yaml.h>
#include <filesystem>
#include "../../YoggieEngine/src/YoggieEngine.h"
void WriteFile(std::string& emitter, std::filesystem::path path);
YAML::Emitter& operator<< (YAML::Emitter& emitter, glm::vec3& vector);
std::string Serialize(YoggieEngine::Scene& scene);
void SaveScene(std::filesystem::path path, YoggieEngine::Scene& scene);
void LoadScene(std::filesystem::path path, YoggieEngine::Scene& scene);

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/*
*
* SOURCE: https://github.com/rkg82/uuid-v4/blob/main/uuid/v4/uuid.h
*
*/
#ifndef __UUID__
#define __UUID__
#include <random>
#include <string>
namespace uuid::v4
{
// Encaasulate the genaeration of a Version 4 UUID object
// A Version 4 UUID is a universally unique identifier that is generated using random numbers.
class UUID
{
public:
// Factory method for creating UUID object.
static UUID New()
{
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);
}
uuid._data[6] = ((uuid._data[6] & 0x0f) | 0x40); // Version 4
uuid._data[8] = ((uuid._data[8] & 0x3f) | 0x80); // Variant is 10
return uuid;
}
// Returns UUID as formatted string
std::string String()
{
// Formats to "0065e7d7-418c-4da4-b4d6-b54b6cf7466a"
char buffer[256] = { 0 };
std::snprintf(buffer, 255,
"%02x%02x%02x%02x-%02x%02x-%02x%02x-%02x%02x-%02x%02x%02x%02x%02x%02x",
_data[0], _data[1], _data[2], _data[3],
_data[4], _data[5],
_data[6], _data[7],
_data[8], _data[9],
_data[10], _data[11], _data[12], _data[13], _data[14], _data[15]);
std::string uuid = buffer;
return uuid;
}
private:
UUID() {}
unsigned char _data[16] = { 0 };
};
};
#endif // #ifndef __UUID__

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#include "Console.h"
#include <stdio.h>
Console::Console()
: EditorWindow("Console"), Items(ImVector<char*>()), AutoScroll(false), ScrollToBottom(false)
{
AddLog("Hello Editor console!");
}
Console::~Console() {
}
void Console::Show() {
Draw();
}
void Console::Draw() {
ImGui::SetNextWindowSize(ImVec2(520, 600), ImGuiCond_FirstUseEver);
for (int i = 0; i < Items.Size; i++)
{
const char* item = Items[i];
ImGui::TextUnformatted(item);
}
}
void Console::AddLog(const char* fmt, ...) {
char buf[1024];
va_list args;
va_start(args, fmt);
vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args);
buf[IM_ARRAYSIZE(buf) - 1] = 0;
va_end(args);
Items.push_back(strdup(buf));
}

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#pragma once
#include "../../YoggieEngine/src/YoggieEngine.h"
#include "EditorWindow.h"
#include <imgui.h>
class Console : public EditorWindow {
public:
Console();
~Console();
void Draw() override;
void Show();
void AddLog(const char* fmt, ...);
private:
ImVector<char*> Items;
bool AutoScroll;
bool ScrollToBottom;
};

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#pragma once
#include <string>
#include <imgui.h>
#include <nfd.h>
#include <iostream>
#include <functional>
#include "Project/Project.h"
struct DialogSpec {
const std::string& id;
const std::string& Title;
const std::string& confirmText;
DialogSpec() = default;
};
//classes based on RAII
class Dialog {
public:
Dialog( DialogSpec spec, std::function<void(std::string&)> onConfirm)
: path(nullptr), location() {
if (ImGui::BeginPopupModal(spec.id.c_str(), NULL, ImGuiWindowFlags_NoMove))
{
ImGui::Text(spec.Title.c_str());
ImGui::Separator();
ImGui::LabelText("##Directory", "Directory: %s", location.c_str());
if (ImGui::Button("...")) {
nfdresult_t result = NFD_OpenDialog(NULL, NULL, &path);
switch (result) {
case (NFD_OKAY):
location = std::string(path);
break;
case(NFD_CANCEL):
spdlog::info("NFD_CANCEL" );
case (NFD_ERROR):
spdlog::error("NFD_Error: {0}" , NFD_GetError() );
break;
};
}
if (ImGui::Button(spec.confirmText.c_str(), ImVec2(120, 0)))
{
onConfirm(location);
ImGui::CloseCurrentPopup();
}
ImGui::SetItemDefaultFocus();
ImGui::SameLine();
if (ImGui::Button("Cancel", ImVec2(120, 0)))
{
ImGui::CloseCurrentPopup();
}
ImGui::EndPopup();
}
}
~Dialog() {
delete path;
}
protected :
char* path;
std::string location;
};

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#pragma once
#include "../../YoggieEngine/src/YoggieEngine.h"
class EditorCamera : public YoggieEngine::Camera {
public:
EditorCamera () : Camera(){
Front = glm::vec3(0.0f, 0.0f, 1.0f);
Right = glm::vec3(-1.0f, 0.0f, 0.0f);
Up = glm::vec3(0.0f, 1.0f, 0.0f);
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(0.0f);
glm::vec3 Rotation = glm::vec3(0.0f);
private:
glm::vec3 Front;
glm::vec3 Right;
glm::vec3 Up;
};

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#pragma once
#include <iostream>
#include <mini/ini.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <nfd.h>
#include "AssetManagement/SceneSerializer.h"
#include "AssetManagement/AssetFinder.h"
#include "PropertyPanels/Inspector.h"
#include "AssetManagement/uuid.h"
#include "Project/Settings.h"
#include "Console.h"
#include "AssetManagement/AssetLoaders/ModelLoader.h"
#include "IconsMaterialDesign.h"
#include "Project/Project.h"
#include <ImGuizmo.h>
#include "EditorCamera.h"
#include "../../YoggieEngine/src/Graphics/Memory/VertexArray.h"
#include "../../YoggieEngine/src/Graphics/Memory/Buffer.h"
using namespace YoggieEngine;
class EditorLayer : public Layer {
public:
EditorLayer() :
Layer(),
Logo("rsc/Yoggie.png"),
inspector(Selected),
scene(),
renderer()
{
spdlog::info("Colour attachment id: {0}", renderer.getCurrentFrameBuffer().GetColourAttachment());
Selected = YoggieEngine::Entity((entt::entity)-1, &scene);
AssetRegistry assetManager = AssetRegistry();
// ModelLoader modelLoader = ModelLoader();
spdlog::info("{0}", project.GetProjectDirectory().string());
//auto latern = modelLoader.LoadAsset(std::filesystem::path("build/debug/Models/Latern.gltf"));
//spdlog::info("Loaded mesh: {0}", latern.GetName());
}
void OnStartup() override {
std::string path = (std::filesystem::current_path()).string();
project.setProjectDirectory(path);
assetsView = AssetFinder(project.GetProjectDirectory());
LoadLastOrEmptyProject();
auto cubePath = std::filesystem::path("build/debug/Models/cube.obj");
cube = (ModelLoader()).LoadAsset(cubePath);
//Settings settings = Settings();
//Console console = Console();
}
glm::vec3 cameraPosition = glm::vec3(0.0f, 0.0f, -5.0f);
glm::vec3 cameraRotation = glm::vec3(0.0f);
void OnUpdate() override {
scene.Update();
/*
* if (Sceneview.isFocused) {
UpdateSceneCamera(sceneview);
}
*/
auto components = scene.getReg().view<Render3DComponent>();
for(auto component : components){
auto& renderComponent = YoggieEngine::Entity(component, &scene).GetComponent<Render3DComponent>();
renderComponent.mesh = cube;
if (renderComponent.VAO == 0 || renderComponent.IBO == 0) {
VertexArray va = VertexArray();
Buffer vertexBuffer = Buffer();
Buffer elementBuffer = Buffer();
va.Create();
va.Bind();
vertexBuffer.createBuffer();
vertexBuffer.Bind(false);
vertexBuffer.setBufferData((void*)&renderComponent.mesh.vertices[0], renderComponent.mesh.vertices.size() * sizeof(Vertex), false);
elementBuffer.createBuffer();
elementBuffer.Bind(true);
elementBuffer.setBufferData((void*)&renderComponent.mesh.elements[0], renderComponent.mesh.elements.size() * sizeof(unsigned int), true);
va.AttachAttribute(0, 3, sizeof(Vertex));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
va.Unbind();
vertexBuffer.Unbind(false);
elementBuffer.Unbind(true);
renderComponent.VAO = va.getID();
renderComponent.IBO = elementBuffer.getBufferID();
}
}
camera->view = glm::translate(glm::mat4(1.0f), cameraPosition) * glm::toMat4(glm::quat(cameraRotation));
renderer.Render(scene, *camera);
}
ImGuizmo::OPERATION activeOperation = ImGuizmo::OPERATION::TRANSLATE;
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):
{
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();
}
ImGui::SameLine(ImGui::GetWindowWidth() / 4 * 3);
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();
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.1f, 0.1f, 0.1f, 0.01f));
if (ImGui::Button(ICON_MD_MINIMIZE)) { spdlog::info("Minimize"); }
if (ImGui::Button(ICON_MD_MAXIMIZE)) { spdlog::info("Maximize"); }
if (ImGui::Button(ICON_MD_CLOSE)) { spdlog::info("Quit"); }
*/
ImGui::PopStyleColor(1);
ImGui::PopStyleVar();
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);
ImGui::Image((ImTextureID)(intptr_t)renderer.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->projection;
const glm::mat4& viewMatrix = ((EditorCamera*)camera)->view;
glm::mat4 cameraView = glm::inverse(viewMatrix);
glm::mat4 cameraDelta = glm::mat4(1.0f);
auto& tc = Selected.GetComponent<YoggieEngine::TransformComponent>();
auto transform = tc.GetTransform();
ImGuizmo::Manipulate(glm::value_ptr(cameraView), glm::value_ptr(ProjMatrix), activeOperation, ImGuizmo::WORLD, glm::value_ptr(transform), nullptr, nullptr);
if(ImGuizmo::IsUsing())
tc.Decompose(transform);
}
ImGui::End();
ImGui::PopStyleVar();
ImGui::Begin("EditorCamera");
ImGui::SliderFloat3("position", glm::value_ptr(cameraPosition), -50, 50);
ImGui::End();
ImGui::Begin(ICON_MD_MENU "SceneExplorer",nullptr);
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);
}
});
ImGui::End();
inspector.Update();
//settings.Update();
//console.Update();
assetsView.Update();
ImGui::ShowDemoWindow();
//ImGui::ShowMetricsWindow();
}
void OnCreate() override {
spdlog::info(" Layer Create!" );
}
void OnDestroy() override {
spdlog::info( " Layer Destroy!" );
}
private:
Inspector inspector;
AssetFinder assetsView;
bool SimulatePhysics = true;
YoggieEngine::Entity Selected;
Project project;
Scene scene;
char* path = nullptr;
Texture Logo;
Renderer renderer;
Camera* camera = new EditorCamera();
Mesh cube ;
void LoadLastOrEmptyProject() {
// Check if there is a last known loaded project and
// load that one .
// Otherwise load no project..
// OR
// Load an empty project.
mINI::INIStructure ini;
if (std::filesystem::exists("build\\Debug\\Editor.ini"))
{
mINI::INIFile file("build\\Debug\\Editor.ini");
file.read(ini);
}
else
{
spdlog::debug("Could not find an `Editor.ini` file.");
}
if (ini["editor"]["openlastproject"] == "TRUE")
{
Project::LoadProject(ini["cache"]["project"], project);
LoadScene(ini["cache"]["scene"], scene);
}
else
{
spdlog::debug("Starting without a project. Please create one.");
}
}
void UpdateSceneCamera() {
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;
*/
}
};

27
Editor/src/EditorWindow.h Normal file
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#pragma once
#include <imgui.h>
#include <string>
class EditorWindow {
public:
EditorWindow (const std::string& name, ImGuiWindowFlags_ flags = ImGuiWindowFlags_None ) : name(name) , flags(flags) {}
void Update()
{
ImGui::Begin(name.c_str(), nullptr, flags);
Draw();
ImGui::End();
}
~EditorWindow() = default;
protected:
std::string name;
private:
ImGuiWindowFlags_ flags;
virtual void Draw() = 0;
};

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#include "Project.h"
#include <string>
#include <sstream>
#include <fstream>
#include <iostream>
#include <yaml-cpp/yaml.h>
void Project::SaveProject(std::filesystem::path path, Project& project)
{
YAML::Emitter projectYAML;
projectYAML << YAML::BeginMap;
projectYAML << YAML::Key << "Project" << YAML::Value << project.Name;
projectYAML << YAML::Key << "Directory" << YAML::Value << path.parent_path().u8string();
projectYAML << YAML::EndMap;
projectYAML << YAML::BeginMap;
projectYAML << YAML::Key << "Scenes" << YAML::Value << YAML::BeginSeq;
for (auto scene : project.Scenes) {
projectYAML << scene->name;
}
projectYAML << YAML::EndSeq;
std::ofstream projectFile;
projectFile.open(path.u8string());
projectFile << projectYAML.c_str();
projectFile.close();
}
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;
projectFile.open(path.u8string());
sstream << projectFile.rdbuf();
YAMLProject = sstream.str();
projectFile.close();
YAML::Node node = YAML::Load(YAMLProject);
// this is probably not perfect but it seems to work for now
project = node.as<Project>();
spdlog::info("loaded project {0}", project.Name);
}
namespace YAML {
template<>
class convert<Project> {
public:
static bool decode(const Node& node , Project& rhs)
{
if (!node.IsMap())
return false;
std::string projectName = node["Project"].as<std::string>();
rhs.setName(projectName);
std::string projectDirectory = node["Directory"].as<std::string>();
rhs.setProjectDirectory(projectDirectory);
return true;
}
};
}

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#pragma once
#include <filesystem>
#include <iostream>
#include "../../YoggieEngine/src/YoggieEngine.h"
#include <yaml-cpp/yaml.h>
class Project {
public:
Project() = default;
Project(const std::string& name): Name(name){}
~Project() { spdlog::info("Unloading project {0}...", Name);}
void setName(std::string& name) { Name = name; }
const std::string& GetName()const { return Name; }
void setProjectDirectory(std::string& path) { ProjectDirectory = std::filesystem::path(path); }
const std::filesystem::path GetProjectDirectory() { return ProjectDirectory; }
void AddScene(YoggieEngine::Scene& scene)
{
Scenes.push_back(&scene);
}
static void SaveProject(std::filesystem::path path, Project& project);
static void LoadProject(std::filesystem::path path, Project& project);
private:
std::string Name;
std::filesystem::path ProjectDirectory;
std::vector<YoggieEngine::Scene*> Scenes;
friend class YAML::convert<Project>;
};

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#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);
}
}

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#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)"
};
};

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#include "Inspector.h"
#include "../TransformVec3.h"
#include "../IconsMaterialDesign.h"
void Inspector::Draw()
{
if (selected.isValid()) {
AddComponentDropDown();
ShowComponents();
}
}
void AddComponent(YoggieEngine::Entity selected , int i) {
switch (i) {
case 0:
selected.AddComponent<YoggieEngine::ScriptComponent>();
break;
case 1:
selected.AddComponent<YoggieEngine::CameraComponent>();
break;
case 2:
selected.AddComponent<YoggieEngine::LightComponent>();
break;
case 3:
selected.AddComponent<YoggieEngine::Render3DComponent>();
default:
break;
}
}
void Inspector::AddComponentDropDown()
{
static char* names[] = { "Script Component", "Camera Component", "Light Component", "Render3D"};
if (ImGui::Button("Add Component"))
ImGui::OpenPopup("Component picker");
ImGui::SameLine();
if (ImGui::BeginPopup("Component picker")) {
for (int i = 0; i < IM_ARRAYSIZE(names); i++) {
if (ImGui::MenuItem(names[i]))
AddComponent(selected, i);
}
ImGui::EndPopup();
}
ImGui::NewLine();
}
void Inspector::ShowComponents()
{
auto component = selected.GetComponent<YoggieEngine::IdentifierComponent>();
ImGui::InputText("Name:", (char*)component.name.c_str(), component.name.size() * sizeof(char), ImGuiInputTextFlags_ReadOnly);
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);
ImGui::DragFloat3("Scale", glm::value_ptr(transform.Scale), 0.1f, 0.0f);
*/
auto something = glm::value_ptr(transform.Position);
ImGuiExtension::TransformVec3("Position", transform.Position);
ImGuiExtension::TransformVec3("Rotation", transform.Rotation);
ImGuiExtension::TransformVec3("Scale", transform.Scale);
}
if (selected.HasComponent<YoggieEngine::RelationComponent>()) {
ImGui::Text("Has relation");
}
}
if (selected.HasComponent<YoggieEngine::Render3DComponent>()) {
auto& render3d = selected.GetComponent<YoggieEngine::Render3DComponent>();
const char* AssetNames[]{ "Asset1" , "Asset2" };
if (ImGui::CollapsingHeader("Render3D", ImGuiTreeNodeFlags_DefaultOpen)) {
if (ImGui::Button("Select Renderable Asset"))
ImGui::OpenPopup("Renderable_list_popup");
ImGui::SameLine();
ImGui::TextUnformatted(render3d.mesh.elements.empty() ? "<None>" : "ASSET_GUID_OR_ID");
if (ImGui::BeginPopup("Renderable_list_popup")) {
ImGui::Text("None");
ImGui::Separator();
for (int i = 0; i < IM_ARRAYSIZE(AssetNames); i++) {
if(ImGui::Selectable(AssetNames[i]))
{ }
}
ImGui::EndPopup();
}
ImGui::ColorEdit3("Colour", glm::value_ptr(render3d.color));
ImGui::Checkbox("Use static rendering:", &render3d.isStatic);
}
}
static bool deferred = true;
if (selected.HasComponent<YoggieEngine::LightComponent>()) {
auto& light = selected.GetComponent<YoggieEngine::LightComponent>();
if (ImGui::CollapsingHeader("Light", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::ColorEdit3("Colour", glm::value_ptr(light.Color));
ImGui::Checkbox("Deferred", &deferred);
}
}
if (selected.HasComponent <YoggieEngine::CameraComponent>()) {
auto& camera = selected.GetComponent<YoggieEngine::CameraComponent>();
if (ImGui::CollapsingHeader("Camera")) {
ImGui::DragFloat3("Position:", glm::value_ptr(camera.Position), 0.01f);
ImGui::DragFloat3("Rotation:", glm::value_ptr(camera.Rotation), 0.01f);
}
}
if (selected.HasComponent<YoggieEngine::RigidBody>()) {
auto& rigibody = selected.GetComponent<YoggieEngine::RigidBody>();
if (ImGui::CollapsingHeader("RigidBody")) {
}
}
if (selected.HasComponent<YoggieEngine::ScriptComponent>()) {
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);
}
}
}
void ComponentView(const std::string& componentName, voidFunction func)
{
ImGuiWindowFlags_ window_flags = ImGuiWindowFlags_None;
ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f);
ImGui::BeginChild(componentName.c_str());
func();
ImGui::EndChild();
ImGui::PopStyleVar();
}

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@ -0,0 +1,22 @@
#pragma once
#include "../../YoggieEngine/src/YoggieEngine.h"
#include "../EditorWindow.h"
typedef void (*voidFunction) (void);
inline void ComponentView(const std::string& componentName, voidFunction func);
class Inspector : public EditorWindow {
public:
Inspector( YoggieEngine::Entity& selected ) : EditorWindow("Inspector"), selected(selected){}
void Draw()override;
private:
void AddComponentDropDown();
void ShowComponents();
YoggieEngine::Entity& selected;
};

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@ -0,0 +1,59 @@
#pragma once
#include <imgui_widgets.cpp>
#include <glm/glm.hpp>
namespace ImGuiExtension {
void TransformVec3(const char* label, glm::vec3& vector) {
ImGui::PushID(label);
ImGui::Columns(2);
ImGui::SetColumnWidth(0, 100.0f);
ImGui::Text(label);
ImGui::NextColumn();
ImGui::PushMultiItemsWidths(3, ImGui::CalcItemWidth());
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2{ 0, 0 });
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4{ 0.8f, 0.1f, 0.15f, 1.0f });
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4{ 0.9f,0.2f,0.2f, 1.0f });
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4{ 0.8f,0.1f,0.15f, 1.0f });
if (ImGui::Button("X"))
vector.x = 0;
ImGui::PopStyleColor(3);
ImGui::SameLine();
ImGui::DragFloat("##X", &glm::value_ptr(vector)[0], 0.1f, 0.0f, 0.0f, "%.2f");
ImGui::PopItemWidth();
ImGui::SameLine();
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4{ 0.2f, 0.7f, 0.2f, 1.0f });
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4{ 0.3f,0.8f,0.3f, 1.0f });
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4{ 0.2f,0.7f,0.2f, 1.0f });
if (ImGui::Button("Y"))
vector.y = 0;
ImGui::PopStyleColor(3);
ImGui::SameLine();
ImGui::DragFloat("##Y", &glm::value_ptr(vector)[1], 0.1f, 0.0f, 0.0f, "%.2f");
ImGui::PopItemWidth();
ImGui::SameLine();
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4{ 0.1f, 0.25f, 0.8f, 1.0f });
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4{ 0.2f,0.35f,0.9f, 1.0f });
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4{ 0.1f,0.25f,0.8f, 1.0f });
if (ImGui::Button("Z"))
vector.z = 0;
ImGui::PopStyleColor(3);
ImGui::SameLine();
ImGui::DragFloat("##Z", &glm::value_ptr(vector)[2], 0.1f, 0.0f, 0.0f, "%.2f");
ImGui::PopItemWidth();
ImGui::PopStyleVar();
ImGui::Columns(1);
ImGui::PopID();
}
}

59
Editor/src/app.cpp Normal file
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@ -0,0 +1,59 @@
#include "../../YoggieEngine/src/EntryPoint.h"
#include <stack>
#include "EditorLayer.h"
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*>();
};
YoggieEngine::Application* CreateApplication() {
return new Editor();
}

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@ -1,18 +0,0 @@
project "ImGUI_Opengl3"
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

@ -1,76 +1,34 @@
# BarinkEngine
```
,---,. ,-. ,---,.
,' .' \ ,--, ,--/ /| ,' .' | ,--,
,---.' .' | __ ,-,--.'| ,---,,--. :/ |,---.' | ,---, ,--.'| ,---,
| | |: | ,' ,'/ /| |, ,-+-. / : : ' / | | .' ,-+-. / | ,----._,| |, ,-+-. / |
: : : / ,--.--. ' | |' `--'_ ,--.'|' | ' / : : |-,,--.'|' |/ / ' `--'_ ,--.'|' | ,---.
: | ; / \| | ,,' ,'| | | ,"' ' | : : | ;/| | ,"' | : ,' ,'| | | ,"' | / \
| : .--. .-. ' : / ' | | | | / | | | \ | : .| | / | | | .\ ' | | | | / | |/ / |
| | . |\__\/: . | | ' | | : | | | | ' : |. \| | |-| | | | . ; '; | | : | | | | . ' / |
' : '; |," .--.; ; : | ' : |__| | | |/| | ' \ ' : ;/| | | |/' . . ' : |__| | | |/' ; /|
| | | ;/ / ,. | , ; | | '.'| | |--' ' : |--'| | | | |--' `---`-'| | | '.'| | |--' ' | / |
| : /; : .' ---' ; : | |/ ; |,' | : .| |/ .'__/\_: ; : | |/ | : |
| | ,' | , .-./ | , /'---' '--' | | ,' '---' | : | , /'---' \ \ /
`----' `--`---' ---`-' `----' \ \ / ---`-' `----'
`--`-'
```
# Yoggie Engine
<img src="Screenshots/Yoggie.webp" width="160" ></img>
## Goal
Must support building a full game in 48 hours.
The goal is to build a mature enough engine to be capable of using during game jams.
## Features
**NOTE** __Not in any particular order__
*_NOTE:_ Just because it is listed as a feature here does not imply it has been nor guarantees it ever will be implemented*
- Rendering
- OpenGL
- Vulkan
- Vulkan
- Metal (Possibly)
- Logging
- Different for debug and release
- Different per OS
- Different for debug and release
- Physics
- PhysX
- Alternative for non-nvidia stuff?!
- Basic Entity Component system
- Graphical scripting ??
- Scripting support ( idk what language)
- Jolt Physics
- Entity Component system
- Graphical scripting (Possibly)
- Scripting support
- LUA
- C# (for object orientated approaches to gamedev)
- Configuration options
- JSON
- LUA
- others ?!?!?
- JSON
- YAML
- INI
## Screenshots
<img src="Screenshots/screen1.png" width="300"></img>
<img src="Screenshots/screen2.png" width="300"></img>
## Planning
see [TODO](docs/TODO.md)
_NOTE:_
The planning is moving away from markdown in favor
of gitea Projects. New planning will be visible on [this page](https://git.barink.dev/Nigel/MyGameEngine/projects).
## Requirements
#### Software
* Premake
* Git
* C++ Compiler
## Windows development workflow
User premake to generate project files for the approperiate build method.
On Windows I assume you'll build with visual studio
```bash
User:~$ premake vs2022
```
## Linux development workflow
Use premake to generate project files for the approperiate build method.
On Linux I assume you'll build with something like make.
```bash
User@Machine:~$ premake gmake2
```
## More docs
[Todo list](TODO.md) \
[Planning](https://git.barink.dev/Nigel/MyGameEngine/projects)\
[Development](DEVELOPMENT.md)\
[Show case](SHOWCASE.md)

17
SHOWCASE.md Normal file
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@ -0,0 +1,17 @@
## The engine development in pictures
__Testing OpenGl with ImGui as a concept__
<img src="Screenshots/OpenGLAndImGuiTest.png" width="300"></img>
__Working on docking with different windows using ImGui__
<img src="Screenshots/YoggieEditor_workingGuizmo.png" width="300"></img>
__A first more complete look of the engine__
<img src="Screenshots/YoggieEditorV0.2.png" width="300"></img>
__Mixing deferred and forward rendering and adding a skybox__
<img src="Screenshots/ImprovedRendering.png" width="300"></img>

View File

@ -1,12 +1,12 @@
# Blender 3.1.2 MTL File: 'None'
# www.blender.org
newmtl Material
Ns 360.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2
# Blender 3.1.2 MTL File: 'None'
# www.blender.org
newmtl Material
Ns 360.000000
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 2

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@ -1,40 +1,40 @@
# Blender 3.1.2
# www.blender.org
mtllib Cube.mtl
o Cube
v 1.000000 1.000000 -1.000000
v 1.000000 -1.000000 -1.000000
v 1.000000 1.000000 1.000000
v 1.000000 -1.000000 1.000000
v -1.000000 1.000000 -1.000000
v -1.000000 -1.000000 -1.000000
v -1.000000 1.000000 1.000000
v -1.000000 -1.000000 1.000000
vn -0.0000 1.0000 -0.0000
vn -0.0000 -0.0000 1.0000
vn -1.0000 -0.0000 -0.0000
vn -0.0000 -1.0000 -0.0000
vn 1.0000 -0.0000 -0.0000
vn -0.0000 -0.0000 -1.0000
vt 0.625000 0.500000
vt 0.375000 0.500000
vt 0.625000 0.750000
vt 0.375000 0.750000
vt 0.875000 0.500000
vt 0.625000 0.250000
vt 0.125000 0.500000
vt 0.375000 0.250000
vt 0.875000 0.750000
vt 0.625000 1.000000
vt 0.625000 0.000000
vt 0.375000 1.000000
vt 0.375000 0.000000
vt 0.125000 0.750000
s 0
usemtl Material
f 1/1/1 5/5/1 7/9/1 3/3/1
f 4/4/2 3/3/2 7/10/2 8/12/2
f 8/13/3 7/11/3 5/6/3 6/8/3
f 6/7/4 2/2/4 4/4/4 8/14/4
f 2/2/5 1/1/5 3/3/5 4/4/5
f 6/8/6 5/6/6 1/1/6 2/2/6
# Blender 3.1.2
# www.blender.org
mtllib Cube.mtl
o Cube
v 1.000000 1.000000 -1.000000
v 1.000000 -1.000000 -1.000000
v 1.000000 1.000000 1.000000
v 1.000000 -1.000000 1.000000
v -1.000000 1.000000 -1.000000
v -1.000000 -1.000000 -1.000000
v -1.000000 1.000000 1.000000
v -1.000000 -1.000000 1.000000
vn -0.0000 1.0000 -0.0000
vn -0.0000 -0.0000 1.0000
vn -1.0000 -0.0000 -0.0000
vn -0.0000 -1.0000 -0.0000
vn 1.0000 -0.0000 -0.0000
vn -0.0000 -0.0000 -1.0000
vt 0.625000 0.500000
vt 0.375000 0.500000
vt 0.625000 0.750000
vt 0.375000 0.750000
vt 0.875000 0.500000
vt 0.625000 0.250000
vt 0.125000 0.500000
vt 0.375000 0.250000
vt 0.875000 0.750000
vt 0.625000 1.000000
vt 0.625000 0.000000
vt 0.375000 1.000000
vt 0.375000 0.000000
vt 0.125000 0.750000
s 0
usemtl Material
f 1/1/1 5/5/1 7/9/1 3/3/1
f 4/4/2 3/3/2 7/10/2 8/12/2
f 8/13/3 7/11/3 5/6/3 6/8/3
f 6/7/4 2/2/4 4/4/4 8/14/4
f 2/2/5 1/1/5 3/3/5 4/4/5
f 6/8/6 5/6/6 1/1/6 2/2/6

File diff suppressed because it is too large Load Diff

40
SandboxApp/premake5.lua Normal file
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@ -0,0 +1,40 @@
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"
}

87
SandboxApp/src/GUI.cpp Normal file
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@ -0,0 +1,87 @@
#include "GUI.h"
void SceneExplorer(const std::string& PanelName) {
ImGui::Begin(PanelName.c_str());
//if (ImGui::ListBoxHeader("##ObjectList")) {
//Node& current = scene.GetRoot();
//Node* next = &current;
// Show first node
//ImGui::Selectable(next->name.c_str(), true);
// ImGui::Selectable("Scene Node", true);
// ImGui::Indent();
/*
if (next->children.size() != 0) {
for (auto child : next->children)
{
std::string& name = child->name;
ImGui::Selectable(name.c_str(), false);
}
}
*/
// ImGui::ListBoxFooter();
// }
ImGui::End();
}
void CameraTool() {
static float Zoom = 0;
static glm::vec3 Position = glm::vec3(0.0f, 0.0f, 0.0f);
static glm::vec3 Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
ImGui::Begin("Camera");
ImGui::SliderFloat("Zoom:", &Zoom, 10, 190);
ImGui::InputFloat3("Position:", &Position[0]);
ImGui::InputFloat3("Rotation:", &Rotation[0]);
ImGui::End();
}
void ScriptingTool(char* code) {
ImGui::Begin("Scripting");
ImGui::Text("Lua Code");
ImGui::InputTextMultiline("##", code, 255);
bool runCode = ImGui::Button("Run");
ImGui::End();
}
void SceneView(Framebuffer& framebuffer ) {
ImGui::Begin("Viewport");
ImGui::Image((void*)(intptr_t)framebuffer.GetColourAttachment(), ImVec2{800, 600});
ImGui::End();
}
/*
* void transformWindow(Transform& transform, std::string PanelName) {
ImGui::Begin(PanelName.c_str());
ImGui::InputFloat3("Position:", (float*)&transform.Position[0]);
ImGui::InputFloat3("Rotation:", (float*)&transform.Rotation[0]);
ImGui::InputFloat3("Scale:", (float*)&transform.Scale[0]);
ImGui::End();
}
*/
void materialWindow(Material& material, std::string PanelName) {
ImGui::Begin(PanelName.c_str());
ImGui::ColorPicker3("Color:", &material.Color[0]);
ImGui::End();
}

11
SandboxApp/src/GUI.h Normal file
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@ -0,0 +1,11 @@
#pragma once
#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);

123
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@ -0,0 +1,123 @@
#include <imgui.h>
#include "GUI.h"
#include "Util.h"
#include <entt/entt.hpp>
#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"
/*
* Define globals
*/
Scene scene;
BarinkEngine::Renderable* renderable;
BarinkEngine::SceneObject* object;
Entity cube;
/*
* Runs once at startup
* - USe to initialize the game/sandbox/demo
*/
void Start() {
auto importer = BarinkEngine::ModelImporter();
// 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));
// 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();
}
/*
* 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()
{
}

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@ -1,6 +1,7 @@
#include "Util.h"
void PrintSceneTree(SceneNode& node, int depth) {
/*
* void PrintSceneTree(Node& node, int depth) {
// Indent name based on depth
std::cout << " ";
for (int i = 0; i < depth; i++) {
@ -30,3 +31,5 @@ glm::mat4 CalculateModelMat(Transform& transform) {
return tran * rot * scale;
}
*/

6
SandboxApp/src/Util.h Normal file
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@ -0,0 +1,6 @@
#pragma once
#include "../../YoggieEngine/src/BarinkEngine.h"
//void PrintSceneTree(Node& node, int depth);
//glm::mat4 CalculateModelMat(Transform& transform);

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@ -1,41 +0,0 @@
#include "GUI.h"
void CameraTool(Camera* cam) {
ImGui::Begin("Camera");
ImGui::SliderFloat("Zoom:", &cam->Zoom, 10, 190);
ImGui::InputFloat3("Position:", &cam->Position[0]);
ImGui::InputFloat3("Rotation:", &cam->Rotation[0]);
ImGui::End();
}
void ScriptingTool(char* code) {
ImGui::Begin("Scripting");
ImGui::InputTextMultiline("Lua Script", code, 255);
bool runCode = ImGui::Button("Run");
ImGui::End();
}
void transformWindow(Transform& transform, std::string PanelName) {
ImGui::Begin(PanelName.c_str());
ImGui::InputFloat3("Position:", (float*)&transform.Position[0]);
ImGui::InputFloat3("Rotation:", (float*)&transform.Rotation[0]);
ImGui::InputFloat3("Scale:", (float*)&transform.Scale[0]);
ImGui::End();
}
void materialWindow(Material& material, std::string PanelName) {
ImGui::Begin(PanelName.c_str());
ImGui::ColorPicker3("Color:", &material.Color[0]);
ImGui::End();
}

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@ -1,8 +0,0 @@
#pragma once
#include "imgui.h"
#include <BarinkEngine.h>
void CameraTool(Camera* camera);
void ScriptingTool(char* code);
void transformWindow(Transform& transform, std::string PanelName);
void materialWindow(Material& material, std::string PanelName);

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@ -1,174 +0,0 @@
#include "BarinkEngine.h"
#include "imgui.h"
#include "GUI.h"
#include "Util.h"
/*
* Define globals
*/
Camera* cam;
Shader* shader;
Renderable* Cube;
Material* matCube;
Texture* textureCube;
Renderable* Cube2;
Material* matCube2;
char* code = new char[254];
const std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs";
const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
/*
* Runs once at startup
* - USe to initialize the game/sandbox/demo
*/
void Start() {
/*
Building a very basic scene graph
*/
SceneNode MyCube = SceneNode();
MyCube.name = "MyCube";
SceneNode MyBaby = SceneNode();
MyBaby.name = "Baby";
SceneNode MySecondCube = SceneNode();
MySecondCube.name = "MySecondCube";
MyCube.addChild(MyBaby);
Scene scene = Scene("My awesome Game Scene");
scene.GetRoot().addChild(MyCube);
scene.GetRoot().addChild(MySecondCube);
// Walk scene graph
PrintSceneTree(scene.GetRoot(),0);
shader = new Shader(vertexShaderSource, fragmentShaderSource);
textureCube = new Texture("build/SandboxApplication/Debug/Textures/wall.jpg");
matCube = new Material(*shader);
matCube->Color = glm::vec3(1.0, 0.0, 0.0);
matCube2 = new Material(*shader);
matCube2->Color = glm::vec3(0.0, 1.0f, 0.0);
/*
* load meshes
*/
Cube = Renderable::Load();
Cube2 = Renderable::Load();
Cube->addChild(*Cube2);
Cube->shader = shader;
Cube2->shader = shader;
Cube->texture = textureCube;
Cube2->texture = textureCube;
Cube2->transform.Position = glm::vec3(-9.0f, 0.0f, 0.0f);
Cube->transform.Position = glm::vec3(-8.0f, 0.0f, -2.0f);
cam = new Camera(glm::vec3(0.0f, 1.5f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
memset(code, '\0', 254);
}
/*
* Runs every frame
* - Use to draw Immediate mode graphics (Not meant for HUD's )
*/
void ImmediateGraphicsDraw() {
ImGui::NewFrame();
// Show ImGui demo such that I can easily look
// at possible GUI elements to use
ImGui::ShowDemoWindow();
// Show internal BarinkEngine stats
ShowStats();
// Show different tooling for this specific sandbox
CameraTool(cam);
ScriptingTool(code);
transformWindow(Cube->transform, "Transform (Cube)");
transformWindow(Cube2->transform, "Transform (Cube2)");
materialWindow(*matCube, "Material Cube");
materialWindow(*matCube2, "Material Cube2");
}
/*
* Runs every frame
* - Meant for game logic ( non-physics related)
*/
void Update()
{
/*
* NOTE: this needs to move to the renderer
* Render code should not appear in the sandbox file
*/
glm::mat4 projection = glm::perspective(glm::radians(cam->Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
shader->Use();
shader->setUniformMat4("P", projection);
shader->setUniformMat4("M", CalculateModelMat(Cube->transform));
shader->setUniformMat4("V", cam->GetViewMatrix());
matCube->Apply();
Cube->Draw();
shader->setUniformMat4("M", CalculateModelMat(Cube2->transform));
matCube2->Apply();
Cube2->Draw();
}
/*
* Runs at the end of the program
* - Meant for cleanup
*/
void Stop() {
// Cleanup
Cube->VAO.Delete();
Cube->elementBuffer.Delete();
Cube2->VAO.Delete();
Cube2->elementBuffer.Delete();
delete Cube2;
delete Cube;
delete matCube;
delete matCube2;
delete shader;
}

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@ -1,6 +0,0 @@
#pragma once
#include "BarinkEngine.h"
void PrintSceneTree(SceneNode& node, int depth);
glm::mat4 CalculateModelMat(Transform& transform);

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