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63 Commits
Feature/In
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2
.gitattributes
vendored
2
.gitattributes
vendored
@ -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
|
||||
|
10
.gitignore
vendored
10
.gitignore
vendored
@ -1,12 +1,11 @@
|
||||
build/
|
||||
intermediates/
|
||||
**/build/
|
||||
**/intermediates/
|
||||
tools/
|
||||
*.make
|
||||
Makefile
|
||||
.vscode/
|
||||
libs/lua
|
||||
libs/glad
|
||||
Debug/
|
||||
*.sln
|
||||
*.vcxproj
|
||||
*.vcxproj.filters
|
||||
@ -18,3 +17,8 @@ x64/
|
||||
!sponza.gltf
|
||||
|
||||
imgui.ini
|
||||
libs/physx/physx/include/
|
||||
libs/physx/physx/compiler/
|
||||
libs/physx/physx/buildtools/
|
||||
libs/physx/physx/bin/
|
||||
libs/nativefiledialog/build/
|
||||
|
23
.gitmodules
vendored
23
.gitmodules
vendored
@ -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 +20,25 @@
|
||||
[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
|
||||
[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
|
||||
[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
|
||||
|
6
.vscode/settings.json
vendored
6
.vscode/settings.json
vendored
@ -1,6 +0,0 @@
|
||||
{
|
||||
"cmake.configureOnOpen": true,
|
||||
"files.associations": {
|
||||
"iosfwd": "cpp"
|
||||
}
|
||||
}
|
@ -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;
|
||||
}
|
||||
|
@ -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*>{};
|
||||
}
|
@ -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();
|
||||
};
|
@ -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;
|
@ -1,12 +0,0 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
|
||||
class EditorWindow {
|
||||
protected:
|
||||
std::string WindowTitle;
|
||||
|
||||
public:
|
||||
|
||||
virtual void Show() = 0;
|
||||
|
||||
};
|
@ -1,11 +0,0 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
|
||||
struct Event
|
||||
{
|
||||
public:
|
||||
std::string name;
|
||||
int argc;
|
||||
void** argv;
|
||||
|
||||
};
|
@ -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();
|
||||
|
||||
};
|
@ -1,5 +0,0 @@
|
||||
#include "EventListener.h"
|
||||
|
||||
void EventListener::ReceiveEvent(Event& incident)
|
||||
{
|
||||
}
|
@ -1,8 +0,0 @@
|
||||
#pragma once
|
||||
#include "Event.h"
|
||||
#include <list>
|
||||
class EventListener{
|
||||
public:
|
||||
virtual void ReceiveEvent(Event& incident);
|
||||
|
||||
};
|
@ -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();
|
||||
|
||||
};
|
@ -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;
|
||||
|
||||
};
|
@ -1,15 +0,0 @@
|
||||
#pragma once
|
||||
#include "Graphics/Window.h"
|
||||
|
||||
|
||||
class GUIManager {
|
||||
public:
|
||||
GUIManager(BarinkWindow* window);
|
||||
~GUIManager();
|
||||
|
||||
void Render();
|
||||
|
||||
|
||||
private:
|
||||
BarinkWindow* currentwindow;
|
||||
};
|
@ -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;
|
||||
|
||||
|
||||
};
|
@ -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;
|
||||
|
||||
};
|
||||
|
||||
}
|
@ -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;
|
||||
|
||||
|
||||
|
||||
};
|
@ -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();
|
||||
};
|
@ -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;
|
||||
|
||||
};
|
||||
}
|
@ -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;
|
||||
|
||||
};
|
@ -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;
|
||||
|
||||
};
|
@ -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);
|
||||
|
||||
|
||||
};
|
@ -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();
|
||||
|
||||
|
||||
};
|
@ -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;
|
||||
|
||||
};
|
||||
}
|
@ -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();
|
||||
|
||||
}
|
@ -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;
|
||||
|
||||
};
|
||||
|
@ -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;
|
||||
|
||||
};
|
||||
|
||||
|
||||
*/
|
@ -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();
|
||||
};*/
|
@ -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*>();
|
||||
}
|
||||
|
||||
|
||||
|
@ -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);
|
||||
}
|
@ -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());
|
||||
}
|
||||
*/
|
@ -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);
|
||||
}
|
||||
*/
|
@ -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);
|
||||
}
|
@ -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
|
||||
);
|
||||
}
|
@ -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());
|
||||
}
|
@ -1,10 +0,0 @@
|
||||
#include "../Include/Graphics/Material.h"
|
||||
|
||||
Material::Material(const Shader& shader) :
|
||||
shader(shader) {
|
||||
}
|
||||
|
||||
|
||||
void Material::Apply() {
|
||||
shader.setUniformVec3("Color", Color);
|
||||
}
|
@ -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;
|
||||
|
||||
}
|
@ -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() {
|
||||
|
||||
}
|
@ -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();
|
||||
|
||||
}
|
@ -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);
|
||||
}
|
@ -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);
|
||||
}
|
@ -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);
|
||||
}
|
@ -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);
|
||||
}
|
||||
|
@ -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;
|
||||
|
||||
}
|
@ -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')
|
23
DEVELOPMENT.md
Normal file
23
DEVELOPMENT.md
Normal file
@ -0,0 +1,23 @@
|
||||
## 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
|
||||
```
|
47
Editor/premake5.lua
Normal file
47
Editor/premake5.lua
Normal file
@ -0,0 +1,47 @@
|
||||
project "Editor"
|
||||
kind "ConsoleApp"
|
||||
|
||||
buildmessage "Building editor ..."
|
||||
|
||||
links{
|
||||
"YoggieEngine",
|
||||
"ImGuizmo",
|
||||
"yaml-cpp",
|
||||
"nfd.lib"
|
||||
}
|
||||
|
||||
includedirs{
|
||||
|
||||
"../YoggieEngine/build/Debug",
|
||||
|
||||
-- I'd prefer if didn't need these..
|
||||
-- We'll figure that out some time later
|
||||
"../libs/physx/physx/include",
|
||||
"../libs/physx/pxshared/include",
|
||||
incfolder["lua"],
|
||||
incfolder["spdlog"],
|
||||
incfolder["glm"],
|
||||
incfolder["assimp"],
|
||||
incfolder["glad"],
|
||||
incfolder["glfw"],
|
||||
|
||||
incfolder["imgui"],
|
||||
incfolder["imguizmo"],
|
||||
incfolder["entt"],
|
||||
incfolder["yamlcpp"],
|
||||
incfolder["nativefiledialog"],
|
||||
incfolder["mINI"]
|
||||
|
||||
|
||||
}
|
||||
|
||||
libdirs {
|
||||
staticlib["yoggie"],
|
||||
staticlib["nativefiledialog"]
|
||||
}
|
||||
|
||||
files {
|
||||
"../libs/glad/src/glad.c",
|
||||
"./src/**.h",
|
||||
"./src/**.cpp"
|
||||
}
|
BIN
Editor/rsc/AssetIcon.png
(Stored with Git LFS)
Normal file
BIN
Editor/rsc/AssetIcon.png
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Editor/rsc/AssetIcon.xcf
(Stored with Git LFS)
Normal file
BIN
Editor/rsc/AssetIcon.xcf
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Editor/rsc/FodlerIcon.xcf
(Stored with Git LFS)
Normal file
BIN
Editor/rsc/FodlerIcon.xcf
(Stored with Git LFS)
Normal file
Binary file not shown.
BIN
Editor/rsc/FolderIcon.png
(Stored with Git LFS)
Normal file
BIN
Editor/rsc/FolderIcon.png
(Stored with Git LFS)
Normal file
Binary file not shown.
46
Editor/src/AssetManagement/Asset.h
Normal file
46
Editor/src/AssetManagement/Asset.h
Normal file
@ -0,0 +1,46 @@
|
||||
#pragma once
|
||||
#include "../../YoggieEngine/src/YoggieEngine.h"
|
||||
#include <filesystem>
|
||||
#include <string>
|
||||
|
||||
enum class ASSET_TYPE {
|
||||
Unknown = -1,
|
||||
Mesh,
|
||||
Texture,
|
||||
Material
|
||||
};
|
||||
|
||||
class Asset {
|
||||
public:
|
||||
Asset(const char* name): name(name) {}
|
||||
virtual ASSET_TYPE GetType() { return ASSET_TYPE::Unknown; }
|
||||
const char* GetName() const { return name.c_str(); }
|
||||
bool isFolder = false ;
|
||||
protected:
|
||||
std::string name;
|
||||
|
||||
};
|
||||
|
||||
class MeshAsset : Asset {
|
||||
public:
|
||||
MeshAsset(YoggieEngine::Mesh mesh) : Asset("New MeshAsset"), mesh(mesh) {}
|
||||
ASSET_TYPE GetType() override { return ASSET_TYPE::Mesh; }
|
||||
private:
|
||||
YoggieEngine::Mesh& mesh;
|
||||
};
|
||||
|
||||
class TextureAsset : Asset {
|
||||
public:
|
||||
TextureAsset (YoggieEngine::Texture texture): Asset("New TextureAsset"), texture(texture) {}
|
||||
ASSET_TYPE GetType() override { return ASSET_TYPE::Texture; }
|
||||
private:
|
||||
YoggieEngine::Texture& texture;
|
||||
};
|
||||
|
||||
class MaterialAsset : Asset {
|
||||
public:
|
||||
MaterialAsset () : Asset("New MaterialAsset"){}
|
||||
ASSET_TYPE GetType() override { return ASSET_TYPE::Material; }
|
||||
private:
|
||||
|
||||
};
|
68
Editor/src/AssetManagement/AssetFinder.h
Normal file
68
Editor/src/AssetManagement/AssetFinder.h
Normal file
@ -0,0 +1,68 @@
|
||||
#pragma once
|
||||
#include "../../YoggieEngine/src/YoggieEngine.h"
|
||||
#include "EditorWindow.h"
|
||||
#include "AssetManagement/AssetManager.h"
|
||||
|
||||
class AssetFinder : EditorWindow {
|
||||
public:
|
||||
AssetFinder() : EditorWindow("Assets") {}
|
||||
|
||||
void Draw() override {
|
||||
|
||||
|
||||
ImGui::DragInt("IconSize", &iconSize, 1, 30, 90);
|
||||
|
||||
|
||||
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));
|
||||
|
||||
YoggieEngine::Texture folderIcon = YoggieEngine::Texture("rsc/folderIcon.png");
|
||||
YoggieEngine::Texture assetIcon = YoggieEngine::Texture("rsc/assetIcon.png");
|
||||
|
||||
|
||||
int row = 0;
|
||||
int column = 0;
|
||||
for (auto& asset : AssetManager::assets) {
|
||||
if (column % 3 == 0) {
|
||||
ImGui::TableNextRow();
|
||||
column = 0;
|
||||
row++;
|
||||
}
|
||||
|
||||
ImGui::TableSetColumnIndex(column);
|
||||
|
||||
if (asset.isFolder) {
|
||||
ImGui::ImageButton(
|
||||
(ImTextureID)folderIcon.GetID(),
|
||||
ImVec2{ (float)iconSize,(float)iconSize });
|
||||
ImGui::Text(asset.GetName(), row);
|
||||
|
||||
}
|
||||
else {
|
||||
ImGui::ImageButton(
|
||||
(ImTextureID)assetIcon.GetID(),
|
||||
ImVec2{ (float)iconSize, (float)iconSize });
|
||||
ImGui::Text(asset.GetName(), row);
|
||||
|
||||
}
|
||||
|
||||
|
||||
column++;
|
||||
}
|
||||
|
||||
|
||||
ImGui::PopStyleColor(3);
|
||||
ImGui::EndTable();
|
||||
const GLuint textures[2]{ assetIcon.GetID(), folderIcon.GetID() };
|
||||
glDeleteTextures(2, textures);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
int iconSize = 60;
|
||||
};
|
||||
|
148
Editor/src/AssetManagement/AssetManager.cpp
Normal file
148
Editor/src/AssetManagement/AssetManager.cpp
Normal file
@ -0,0 +1,148 @@
|
||||
#include "AssetManager.h"
|
||||
#include "../../YoggieEngine/src/AssetManager/ModelImporter.h"
|
||||
#include <iostream>
|
||||
#include <fstream>
|
||||
#include <spdlog/spdlog.h>
|
||||
|
||||
std::vector<Asset> AssetManager::assets;
|
||||
std::filesystem::path AssetManager::currentPath;
|
||||
|
||||
void AssetManager::Init()
|
||||
{
|
||||
assets = std::vector<Asset>();
|
||||
currentPath = std::filesystem::path(".");
|
||||
}
|
||||
|
||||
void AssetManager::BuildAssetView()
|
||||
{
|
||||
if (currentPath.empty()) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto& dir_entry : std::filesystem::directory_iterator(currentPath))
|
||||
{
|
||||
auto asset = Asset(dir_entry.path().filename().string().c_str());
|
||||
|
||||
if (dir_entry.is_directory()) {
|
||||
asset.isFolder = true;
|
||||
}
|
||||
|
||||
assets.push_back(asset);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void AssetManager::setAssetPath(std::filesystem::path path)
|
||||
{
|
||||
currentPath = path;
|
||||
}
|
||||
|
||||
YoggieEngine::Mesh* AssetManager::LoadFromAssetFile(const std::filesystem::path assetPath)
|
||||
{
|
||||
YoggieEngine::Mesh* imported = nullptr;
|
||||
|
||||
std::ifstream AssetFile;
|
||||
AssetFile.open(assetPath, std::ios::binary);
|
||||
if (AssetFile.is_open()) {
|
||||
|
||||
char* Header = (char*)malloc(8);
|
||||
unsigned long long Vsize = 0;
|
||||
uint32_t Vnum = 0;
|
||||
uint32_t Enum = 0;
|
||||
|
||||
// Read header
|
||||
AssetFile.read(Header, 8);
|
||||
AssetFile.read((char*)&Vsize, sizeof(unsigned long long));
|
||||
AssetFile.read((char*)&Vnum, sizeof(uint32_t));
|
||||
AssetFile.read((char*)&Enum, sizeof(uint32_t));
|
||||
|
||||
// print Header info
|
||||
std::cout << "File has header: " << Header << std::endl;
|
||||
std::cout << "Vertex size: " << Vsize << std::endl;
|
||||
std::cout << "Number of Vertices: " << Vnum << std::endl;
|
||||
std::cout << "Number of Elements: " << Enum << std::endl;
|
||||
free(Header);
|
||||
|
||||
|
||||
imported = new YoggieEngine::Mesh();
|
||||
// Load Vertices (Vertex + UV )
|
||||
imported->vertices = std::vector < YoggieEngine::Vertex>();
|
||||
for (int i = 0; i < Vnum; i++)
|
||||
{
|
||||
YoggieEngine::Vertex data = YoggieEngine::Vertex();
|
||||
AssetFile.read((char*)&data, Vsize);
|
||||
|
||||
imported->vertices.push_back(data);
|
||||
|
||||
}
|
||||
|
||||
// skip x bytes
|
||||
AssetFile.ignore(sizeof(char) * 3);
|
||||
|
||||
// Load Elements
|
||||
imported->elements = std::vector<unsigned int>();
|
||||
for (int i = 0; i < Enum; i++) {
|
||||
unsigned int data = 0;
|
||||
AssetFile.read((char*)&data, sizeof(unsigned int));
|
||||
imported->elements.push_back(data);
|
||||
}
|
||||
|
||||
}
|
||||
else {
|
||||
std::cout << "Failed ot open mesh " << std::endl;
|
||||
}
|
||||
|
||||
return imported;
|
||||
|
||||
|
||||
}
|
||||
|
||||
YoggieEngine::Renderable* AssetManager::LoadFromSource(const std::filesystem::path srcPath, const std::filesystem::path assetFolder)
|
||||
{
|
||||
|
||||
auto model = (YoggieEngine::ModelImporter()).Import(srcPath.string());
|
||||
YoggieEngine::Mesh* exportMesh = model->renderable->mesh;
|
||||
std::filesystem::path MeshFileName = assetFolder / srcPath.filename().replace_extension(".mesh");
|
||||
std::cout << "Save path: " << MeshFileName << std::endl;
|
||||
|
||||
std::ofstream meshAsset;
|
||||
meshAsset.open(MeshFileName, std::ios::binary);
|
||||
if (meshAsset.is_open()) {
|
||||
|
||||
// write a header
|
||||
static const char* HEADER = "MESH";
|
||||
meshAsset.write(HEADER, sizeof(HEADER));
|
||||
auto Vsize = sizeof(YoggieEngine::Vertex);
|
||||
std::cout << "size of vertex: " << Vsize << std::endl;
|
||||
std::cout << "Addr of vSize: " << &Vsize << std::endl;
|
||||
auto Vnum = exportMesh->vertices.size();
|
||||
auto Enum = exportMesh->elements.size();
|
||||
|
||||
meshAsset.write((char*)&Vsize, sizeof(unsigned long long));
|
||||
meshAsset.write((char*)&Vnum, sizeof(uint32_t));
|
||||
meshAsset.write((char*)&Enum, sizeof(uint32_t));
|
||||
// write all vertices
|
||||
for (auto& vertice : exportMesh->vertices)
|
||||
{
|
||||
meshAsset.write((char*)&vertice, sizeof(vertice));
|
||||
}
|
||||
|
||||
// write 3 x 0 byte
|
||||
meshAsset.write((const char*)"\0\0\0", sizeof(char) * 3);
|
||||
|
||||
// write all indices
|
||||
for (auto index : exportMesh->elements) {
|
||||
meshAsset.write((char*)&index, sizeof(index));
|
||||
}
|
||||
|
||||
|
||||
meshAsset.close();
|
||||
}
|
||||
else {
|
||||
|
||||
spdlog::error("Failed to create/open mesh file.");
|
||||
}
|
||||
|
||||
return model->renderable;
|
||||
|
||||
}
|
20
Editor/src/AssetManagement/AssetManager.h
Normal file
20
Editor/src/AssetManagement/AssetManager.h
Normal file
@ -0,0 +1,20 @@
|
||||
#pragma once
|
||||
#include <vector>
|
||||
#include "Asset.h"
|
||||
|
||||
class AssetManager {
|
||||
public:
|
||||
|
||||
static void Init();
|
||||
static void BuildAssetView();
|
||||
static void setAssetPath(std::filesystem::path path);
|
||||
|
||||
static YoggieEngine::Mesh* LoadFromAssetFile(const std::filesystem::path assetPath);
|
||||
static YoggieEngine::Renderable* LoadFromSource(const std::filesystem::path srcPath, const std::filesystem::path assetFolder);
|
||||
|
||||
static std::vector<Asset> assets ;
|
||||
|
||||
private:
|
||||
static std::filesystem::path currentPath;
|
||||
|
||||
};
|
129
Editor/src/AssetManagement/SceneSerializer.cpp
Normal file
129
Editor/src/AssetManagement/SceneSerializer.cpp
Normal file
@ -0,0 +1,129 @@
|
||||
#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)
|
||||
{
|
||||
std::cout << "Writing Scene file to: " << path.u8string() << std::endl;
|
||||
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>());
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
}
|
16
Editor/src/AssetManagement/SceneSerializer.h
Normal file
16
Editor/src/AssetManagement/SceneSerializer.h
Normal file
@ -0,0 +1,16 @@
|
||||
#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);
|
38
Editor/src/Console.cpp
Normal file
38
Editor/src/Console.cpp
Normal file
@ -0,0 +1,38 @@
|
||||
#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));
|
||||
}
|
22
Editor/src/Console.h
Normal file
22
Editor/src/Console.h
Normal file
@ -0,0 +1,22 @@
|
||||
#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;
|
||||
};
|
72
Editor/src/Dialog.h
Normal file
72
Editor/src/Dialog.h
Normal file
@ -0,0 +1,72 @@
|
||||
#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):
|
||||
std::cout << "NFD_CANCEL" << std::endl;
|
||||
case (NFD_ERROR):
|
||||
std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
|
||||
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;
|
||||
};
|
||||
|
||||
|
26
Editor/src/EditorWindow.h
Normal file
26
Editor/src/EditorWindow.h
Normal file
@ -0,0 +1,26 @@
|
||||
#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(), false, flags);
|
||||
Draw();
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
~EditorWindow() = default;
|
||||
|
||||
protected:
|
||||
std::string name;
|
||||
|
||||
private:
|
||||
ImGuiWindowFlags_ flags;
|
||||
|
||||
virtual void Draw() = 0;
|
||||
};
|
194
Editor/src/MainMenuBar.cpp
Normal file
194
Editor/src/MainMenuBar.cpp
Normal file
@ -0,0 +1,194 @@
|
||||
#include "MainMenuBar.h"
|
||||
#include <nfd.h>
|
||||
#include "AssetManagement/AssetManager.h"
|
||||
|
||||
|
||||
|
||||
MainMenuBar::MainMenuBar()
|
||||
{
|
||||
ImGui::BeginMainMenuBar();
|
||||
}
|
||||
|
||||
void MainMenuBar::ApplicationMenu(Project& project) {
|
||||
|
||||
if (ImGui::BeginMenu("Application")) {
|
||||
|
||||
if (ImGui::MenuItem("Load Project"))
|
||||
{
|
||||
nfdresult_t result = NFD_OpenDialog({ "yproj" }, NULL, &path);
|
||||
switch (result) {
|
||||
case(NFD_OKAY):
|
||||
Project::LoadProject(path, project);
|
||||
AssetManager::setAssetPath(project.GetProjectDirectory());
|
||||
AssetManager::BuildAssetView();
|
||||
break;
|
||||
case(NFD_CANCEL):
|
||||
break;
|
||||
case(NFD_ERROR):
|
||||
std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (ImGui::MenuItem("Save project as...")) {
|
||||
nfdresult_t result = NFD_SaveDialog({ "yproj" }, NULL, &path);
|
||||
switch (result) {
|
||||
case(NFD_OKAY):
|
||||
std::cout << "Save as: " << path << std::endl;
|
||||
Project::SaveProject(path, project);
|
||||
break;
|
||||
case(NFD_CANCEL):
|
||||
break;
|
||||
case(NFD_ERROR):
|
||||
std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
if (ImGui::MenuItem("Preferences"))
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
if (ImGui::MenuItem("Exit"))
|
||||
{
|
||||
// TODO: Exit application
|
||||
}
|
||||
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
}
|
||||
|
||||
void MainMenuBar::SceneMenu(Project& project, YoggieEngine::Scene& scene) {
|
||||
|
||||
if (ImGui::BeginMenu("Scene")) {
|
||||
|
||||
if (ImGui::MenuItem("Save scene"))
|
||||
{
|
||||
nfdresult_t result = NFD_SaveDialog({ "yscene" }, NULL, &path);
|
||||
switch (result) {
|
||||
case(NFD_OKAY):
|
||||
SaveScene(path, scene);
|
||||
|
||||
project.AddScene(scene);
|
||||
|
||||
break;
|
||||
case(NFD_CANCEL):
|
||||
break;
|
||||
case(NFD_ERROR):
|
||||
std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (ImGui::MenuItem("Load scene"))
|
||||
{
|
||||
auto result = NFD_OpenDialog({ "yscene" }, NULL, &path);
|
||||
switch (result) {
|
||||
case (NFD_OKAY):
|
||||
LoadScene(path, scene);
|
||||
break;
|
||||
case(NFD_CANCEL):
|
||||
break;
|
||||
case(NFD_ERROR):
|
||||
std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if (ImGui::MenuItem("Add Entity"))
|
||||
{
|
||||
scene.AddEntity("New Entity");
|
||||
}
|
||||
|
||||
if (ImGui::MenuItem("Import Model"))
|
||||
{
|
||||
auto result = NFD_OpenDialog("obj,fbx,gltf", NULL, &path);
|
||||
switch (result) {
|
||||
case(NFD_OKAY):
|
||||
// Import Model
|
||||
|
||||
AssetManager::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 = AssetManager::LoadFromAssetFile(path);
|
||||
if (importedMesh != nullptr)
|
||||
{
|
||||
auto full_name = std::filesystem::path(path);
|
||||
auto importedModel = scene.AddEntity(full_name.filename().u8string());
|
||||
auto& rendererComponent = importedModel.AddComponent<YoggieEngine::Render3DComponent>();
|
||||
rendererComponent.mesh = *importedMesh;
|
||||
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case(NFD_CANCEL):
|
||||
spdlog::debug("User cancelled action");
|
||||
break;
|
||||
case(NFD_ERROR):
|
||||
spdlog::warn("Something went wrong!");
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
}
|
||||
|
||||
void MainMenuBar::DebugMenu()
|
||||
{
|
||||
if (ImGui::BeginMenu("Debug")) {
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
}
|
||||
|
||||
void MainMenuBar::SelectMenu() {
|
||||
if (ImGui::BeginMenu("Select")) {
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
}
|
||||
|
||||
void MainMenuBar::WindowMenu() {
|
||||
if (ImGui::BeginMenu("Window")) {
|
||||
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
}
|
||||
|
||||
void MainMenuBar::Help() {
|
||||
if (ImGui::BeginMenu("Help")) {
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
}
|
||||
|
||||
MainMenuBar::~MainMenuBar()
|
||||
{
|
||||
ImGui::EndMainMenuBar();
|
||||
}
|
30
Editor/src/MainMenuBar.h
Normal file
30
Editor/src/MainMenuBar.h
Normal file
@ -0,0 +1,30 @@
|
||||
#pragma once
|
||||
#include <imgui.h>
|
||||
#include "AssetManagement/SceneSerializer.h"
|
||||
#include "../../YoggieEngine/src/Scene/Scene.h"
|
||||
#include "Project/Project.h"
|
||||
|
||||
|
||||
class MainMenuBar {
|
||||
|
||||
public:
|
||||
MainMenuBar();
|
||||
|
||||
void ApplicationMenu(Project& project);
|
||||
|
||||
void SceneMenu(Project& project, YoggieEngine::Scene& scene);
|
||||
|
||||
void DebugMenu();
|
||||
|
||||
void SelectMenu();
|
||||
|
||||
void WindowMenu();
|
||||
|
||||
void Help();
|
||||
|
||||
~MainMenuBar();
|
||||
|
||||
private:
|
||||
char* path = nullptr;
|
||||
|
||||
};
|
76
Editor/src/Project/Project.cpp
Normal file
76
Editor/src/Project/Project.cpp
Normal file
@ -0,0 +1,76 @@
|
||||
#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)
|
||||
{
|
||||
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>();
|
||||
|
||||
std::cout << "loading..." << project.Name << std::endl;
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
namespace YAML {
|
||||
|
||||
template<>
|
||||
class convert<Project> {
|
||||
public:
|
||||
static bool decode(const Node& node , Project& rhs)
|
||||
{
|
||||
if (!node.IsMap())
|
||||
return false;
|
||||
rhs.setName(node["Project"].as<std::string>());
|
||||
rhs.setProjectDirectory(node["Directory"].as<std::string>());
|
||||
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
}
|
37
Editor/src/Project/Project.h
Normal file
37
Editor/src/Project/Project.h
Normal file
@ -0,0 +1,37 @@
|
||||
#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() { std::cout << "Unloading project..." << Name << std::endl; }
|
||||
|
||||
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>;
|
||||
|
||||
};
|
||||
|
7
Editor/src/Project/ProjectInfo.cpp
Normal file
7
Editor/src/Project/ProjectInfo.cpp
Normal file
@ -0,0 +1,7 @@
|
||||
#include "ProjectInfo.h"
|
||||
|
||||
void ProjectInfo::Draw()
|
||||
{
|
||||
ImGui::Text("Project: %s", project.GetName().c_str());
|
||||
ImGui::Text("Directory: %s", project.GetProjectDirectory().u8string().c_str());
|
||||
}
|
15
Editor/src/Project/ProjectInfo.h
Normal file
15
Editor/src/Project/ProjectInfo.h
Normal file
@ -0,0 +1,15 @@
|
||||
#pragma once
|
||||
#include "../../YoggieEngine/src/YoggieEngine.h"
|
||||
#include "../EditorWindow.h"
|
||||
#include "Project.h"
|
||||
|
||||
class ProjectInfo : public EditorWindow {
|
||||
public:
|
||||
ProjectInfo(Project& project) : EditorWindow("Project Info"), project(project) {}
|
||||
|
||||
void Draw() override;
|
||||
|
||||
private:
|
||||
Project& project;
|
||||
|
||||
};
|
48
Editor/src/Project/Settings.cpp
Normal file
48
Editor/src/Project/Settings.cpp
Normal file
@ -0,0 +1,48 @@
|
||||
#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);
|
||||
|
||||
}
|
||||
}
|
30
Editor/src/Project/Settings.h
Normal file
30
Editor/src/Project/Settings.h
Normal file
@ -0,0 +1,30 @@
|
||||
#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)"
|
||||
};
|
||||
|
||||
};
|
107
Editor/src/PropertyPanels/Inspector.cpp
Normal file
107
Editor/src/PropertyPanels/Inspector.cpp
Normal file
@ -0,0 +1,107 @@
|
||||
#include "Inspector.h"
|
||||
|
||||
|
||||
void Inspector::Draw()
|
||||
{
|
||||
if (selected.isValid()) {
|
||||
AddComponentDropDown();
|
||||
ShowComponents();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Inspector::AddComponentDropDown()
|
||||
{
|
||||
static char* names[] = { "Script Component", "Camera Component", "Light Component" };
|
||||
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])) {
|
||||
std::cout << "Add a " << names[i] << " to "
|
||||
<< selected.GetComponent<YoggieEngine::IdentifierComponent>().name << std::endl;
|
||||
}
|
||||
|
||||
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::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);
|
||||
}
|
||||
if (selected.HasComponent<YoggieEngine::RelationComponent>()) {
|
||||
ImGui::Text("Has relation");
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (selected.HasComponent<YoggieEngine::Render3DComponent>()) {
|
||||
auto& render3d = selected.GetComponent<YoggieEngine::Render3DComponent>();
|
||||
if (ImGui::CollapsingHeader("Render3D", ImGuiTreeNodeFlags_DefaultOpen)) {
|
||||
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>()) {
|
||||
ComponentView("Scripting", [] {
|
||||
ImGui::LabelText("##--", "Hello scripting");
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
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();
|
||||
}
|
22
Editor/src/PropertyPanels/Inspector.h
Normal file
22
Editor/src/PropertyPanels/Inspector.h
Normal file
@ -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;
|
||||
};
|
13
Editor/src/PropertyPanels/SceneExplorer.cpp
Normal file
13
Editor/src/PropertyPanels/SceneExplorer.cpp
Normal file
@ -0,0 +1,13 @@
|
||||
#include "SceneExplorer.h"
|
||||
|
||||
void SceneExplorer::Draw()
|
||||
{
|
||||
scene.getReg().each([&](entt::entity enttNumber) {
|
||||
YoggieEngine::Entity entity = YoggieEngine::Entity(enttNumber, &scene);
|
||||
auto id = entity.GetComponent<YoggieEngine::IdentifierComponent>();
|
||||
|
||||
if (ImGui::Selectable(id.name.c_str(), entity == selected)) {
|
||||
selected = YoggieEngine::Entity(enttNumber, &scene);
|
||||
}
|
||||
});
|
||||
}
|
20
Editor/src/PropertyPanels/SceneExplorer.h
Normal file
20
Editor/src/PropertyPanels/SceneExplorer.h
Normal file
@ -0,0 +1,20 @@
|
||||
#pragma once
|
||||
#include "../../YoggieEngine/src/YoggieEngine.h"
|
||||
#include "../EditorWindow.h"
|
||||
#include "../../src/Scene/Entity.h"
|
||||
|
||||
class SceneExplorer : public EditorWindow {
|
||||
public:
|
||||
SceneExplorer(YoggieEngine::Entity& selected, YoggieEngine::Scene& scene)
|
||||
: EditorWindow("SceneExplorer"), scene(scene), selected(selected)
|
||||
{}
|
||||
|
||||
void Draw() override;
|
||||
|
||||
|
||||
private:
|
||||
YoggieEngine::Entity& selected;
|
||||
YoggieEngine::Scene& scene;
|
||||
|
||||
|
||||
};
|
27
Editor/src/Runtime/RuntimeControls.cpp
Normal file
27
Editor/src/Runtime/RuntimeControls.cpp
Normal file
@ -0,0 +1,27 @@
|
||||
#include "RuntimeControls.h"
|
||||
|
||||
void RuntimeControls::Draw() {
|
||||
ImGui::SameLine((ImGui::GetWindowContentRegionMax().x / 2) - (numButtons * buttonSize.x));
|
||||
for (int i = 0; i < numButtons; i++) {
|
||||
ImVec4 color = button[i].Color;
|
||||
ImGui::PushStyleColor(ImGuiCol_Button, color);
|
||||
const float strengthIncrease = 1.5f;
|
||||
ImGui::PushStyleColor(
|
||||
ImGuiCol_ButtonHovered,
|
||||
ImVec4{
|
||||
color.x * strengthIncrease,
|
||||
color.y * strengthIncrease,
|
||||
color.z * strengthIncrease,
|
||||
color.w
|
||||
}
|
||||
);
|
||||
if (ImGui::Button(button[i].Name, buttonSize)) {
|
||||
|
||||
}
|
||||
ImGui::PopStyleColor();
|
||||
ImGui::PopStyleColor();
|
||||
ImGui::SameLine();
|
||||
|
||||
}
|
||||
|
||||
}
|
26
Editor/src/Runtime/RuntimeControls.h
Normal file
26
Editor/src/Runtime/RuntimeControls.h
Normal file
@ -0,0 +1,26 @@
|
||||
#pragma once
|
||||
#include "../../YoggieEngine/src/YoggieEngine.h"
|
||||
#include "../EditorWindow.h"
|
||||
|
||||
#define RuntimeControlWindowFlags (ImGuiWindowFlags_)(ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse)
|
||||
|
||||
struct ButtonInfo {
|
||||
const char* Name;
|
||||
ImVec4 Color;
|
||||
};
|
||||
|
||||
class RuntimeControls : public EditorWindow {
|
||||
public:
|
||||
RuntimeControls() : EditorWindow("RuntimeControls", RuntimeControlWindowFlags) {}
|
||||
|
||||
void Draw() override;
|
||||
|
||||
private:
|
||||
ImVec2 buttonSize = ImVec2{ 90 ,25 };
|
||||
unsigned int numButtons = 2;
|
||||
ButtonInfo button[2] = {
|
||||
{"Play" , ImVec4{ 0.001 * 12 , 0.001 * 201 , 0.001 * 69, 1.0f}},
|
||||
{"Simulate", ImVec4{ 0.001 * 14, 0.001 * 157, 0.001 * 201, 1.0f}}
|
||||
};
|
||||
|
||||
};
|
55
Editor/src/Views/Viewport.cpp
Normal file
55
Editor/src/Views/Viewport.cpp
Normal file
@ -0,0 +1,55 @@
|
||||
#include "Viewport.h"
|
||||
|
||||
Viewport::Viewport(YoggieEngine::Scene& scene ):
|
||||
EditorWindow("SceneView"),
|
||||
renderer(YoggieEngine::RendererConfig{ 1200, 700, glm::vec3(0), true }),
|
||||
cam(glm::vec3(14.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90),
|
||||
scene(scene)
|
||||
{
|
||||
renderer.SetMainCamera(cam);
|
||||
|
||||
}
|
||||
|
||||
void Viewport::Draw() {
|
||||
|
||||
auto group = scene.getReg().view<YoggieEngine::TransformComponent, YoggieEngine::Render3DComponent>();
|
||||
group.each([&](auto enity, YoggieEngine::TransformComponent& t, YoggieEngine::Render3DComponent& renderComponent) {
|
||||
renderer.Submit(renderComponent, t);
|
||||
});
|
||||
|
||||
cam.Update();
|
||||
renderer.Render(scene);
|
||||
|
||||
ImVec2 WinPos = ImGui::GetWindowPos();
|
||||
ImVec2 ContentRegionMin = ImGui::GetWindowContentRegionMin();
|
||||
ImVec2 ContentRegionMax = ImGui::GetWindowContentRegionMax();
|
||||
ImVec2 ScreenSpaceMin = { ContentRegionMin.x + WinPos.x, ContentRegionMin.y + WinPos.y };
|
||||
ImVec2 ScreenSpaceMax = { ContentRegionMax.x + WinPos.x,ContentRegionMax.y + WinPos.y };
|
||||
|
||||
|
||||
ImGui::Image(
|
||||
(void*)(intptr_t)renderer.getCurrentFrameBuffer().GetColourAttachment(),
|
||||
ImVec2{ (float)ImGui::GetWindowWidth(),(float)ImGui::GetWindowHeight() }
|
||||
);
|
||||
|
||||
|
||||
ImGuizmo::Enable(true);
|
||||
ImGuizmo::SetRect(ScreenSpaceMin.x, ScreenSpaceMin.y, ContentRegionMax.x, ContentRegionMax.y);
|
||||
|
||||
glm::mat4 transposed_view = glm::transpose(cam.ViewMatrix);
|
||||
|
||||
//ImGuizmo::DrawGrid(glm::value_ptr(cam.ViewMatrix), glm::value_ptr(cam.ProjectionMatrix), glm::value_ptr(worldOrigin), 100.0f);
|
||||
//ImGuizmo::ViewManipulate(glm::value_ptr(cam.ViewMatrix), 1, { ScreenSpaceMin.x,ScreenSpaceMin.y }, { 90,90 }, 0x22CCCCCC);
|
||||
|
||||
// Matrix is the model matrix we would want to manipulate
|
||||
//ImGuizmo::Manipulate(glm::value_ptr(cam.ViewMatrix), glm::value_ptr(cam.ProjectionMatrix), ImGuizmo::TRANSLATE, ImGuizmo::WORLD, glm::value_ptr(cam.ViewMatrix));
|
||||
|
||||
if (ImGui::IsWindowFocused())
|
||||
{
|
||||
isFocused = true;
|
||||
|
||||
}
|
||||
else {
|
||||
isFocused = false;
|
||||
}
|
||||
}
|
24
Editor/src/Views/Viewport.h
Normal file
24
Editor/src/Views/Viewport.h
Normal file
@ -0,0 +1,24 @@
|
||||
#pragma once
|
||||
#include "../../YoggieEngine/src/YoggieEngine.h"
|
||||
#include "../EditorWindow.h"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#include <imgui.h>
|
||||
#include "../../libs/guizmo/ImGuizmo.h"
|
||||
|
||||
|
||||
class Viewport : public EditorWindow {
|
||||
public:
|
||||
bool isFocused = false;
|
||||
YoggieEngine::Camera cam;
|
||||
|
||||
Viewport(YoggieEngine::Scene& scene);
|
||||
|
||||
void Draw() override;
|
||||
|
||||
private:
|
||||
YoggieEngine::Renderer renderer;
|
||||
YoggieEngine::Scene& scene;
|
||||
|
||||
};
|
192
Editor/src/app.cpp
Normal file
192
Editor/src/app.cpp
Normal file
@ -0,0 +1,192 @@
|
||||
#include "../../YoggieEngine/src/EntryPoint.h"
|
||||
#include <mini/ini.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "AssetManagement/SceneSerializer.h"
|
||||
#include "AssetManagement/AssetManager.h"
|
||||
#include "Views/Viewport.h"
|
||||
#include "PropertyPanels/SceneExplorer.h"
|
||||
#include "AssetManagement/AssetFinder.h"
|
||||
#include "MainMenuBar.h"
|
||||
#include "PropertyPanels/Inspector.h"
|
||||
#include "Project/ProjectInfo.h"
|
||||
#include "Runtime/RuntimeControls.h"
|
||||
#include "Project/Settings.h"
|
||||
#include "Console.h"
|
||||
|
||||
using namespace YoggieEngine;
|
||||
|
||||
class Editor : public Application {
|
||||
public:
|
||||
Editor() : Application("Editor"){}
|
||||
|
||||
void Run() override
|
||||
{
|
||||
std::string path = (std::filesystem::current_path()).string();
|
||||
project.setProjectDirectory(path);
|
||||
|
||||
AssetManager::Init();
|
||||
AssetManager::setAssetPath(project.GetProjectDirectory());
|
||||
AssetManager::BuildAssetView();
|
||||
|
||||
LoadLastOrEmptyProject();
|
||||
|
||||
ProjectInfo projectInfo(project);
|
||||
Viewport sceneview = Viewport(scene);
|
||||
RuntimeControls rc = RuntimeControls();
|
||||
SceneExplorer explorer(Selected, scene);
|
||||
Inspector inspector = Inspector(Selected);
|
||||
Settings settings = Settings();
|
||||
// AssetFinder assetsView = AssetFinder();
|
||||
Console console = Console();
|
||||
|
||||
Selected = YoggieEngine::Entity((entt::entity) -1, &scene);
|
||||
|
||||
double previous = glfwGetTime();
|
||||
double lag = 0.0;
|
||||
while (!appWindow.WindowShouldClose())
|
||||
{
|
||||
PollEvents();
|
||||
double now = glfwGetTime();
|
||||
double elapsed = now - previous ;
|
||||
previous = now;
|
||||
lag += elapsed;
|
||||
|
||||
if (sceneview.isFocused)
|
||||
{
|
||||
const float movement_speed = 0.1f;
|
||||
static float lastX = 400, lastY = 300;
|
||||
const float sensitivity = 0.1;
|
||||
static bool firstMouse = true;
|
||||
|
||||
if (MouseButtonPressed(YOGGIE_MOUSE_BUTTON_RIGHT)) {
|
||||
|
||||
glfwSetInputMode(appWindow.GetGLFWHandle(), 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.yaw += xoffset;
|
||||
sceneview.cam.pitch += 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(appWindow.GetGLFWHandle(), GLFW_CURSOR, GLFW_CURSOR_NORMAL);
|
||||
firstMouse = true;
|
||||
}
|
||||
|
||||
// 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;
|
||||
|
||||
}
|
||||
|
||||
GuiBegin();
|
||||
{
|
||||
MainMenuBar menuBar = MainMenuBar();
|
||||
|
||||
// Show a menu bar
|
||||
menuBar.ApplicationMenu(project);
|
||||
menuBar.SceneMenu(project, scene);
|
||||
menuBar.SelectMenu();
|
||||
menuBar.WindowMenu();
|
||||
menuBar.DebugMenu();
|
||||
menuBar.Help();
|
||||
|
||||
}
|
||||
|
||||
projectInfo.Update();
|
||||
sceneview.Update();
|
||||
rc.Update();
|
||||
explorer.Update();
|
||||
settings.Update();
|
||||
inspector.Update();
|
||||
console.Update();
|
||||
|
||||
ImGui::ShowDemoWindow();
|
||||
ImGui::ShowMetricsWindow();
|
||||
|
||||
|
||||
GuiEnd();
|
||||
SwapBuffers();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
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.");
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
bool SimulatePhysics = true;
|
||||
YoggieEngine::Entity Selected;
|
||||
|
||||
Project project;
|
||||
Scene scene;
|
||||
|
||||
};
|
||||
|
||||
YoggieEngine::Application* CreateApplication() {
|
||||
|
||||
return new Editor();
|
||||
|
||||
}
|
@ -1,4 +1,4 @@
|
||||
project "ImGUI_Opengl3"
|
||||
project "ImGui"
|
||||
kind "StaticLib"
|
||||
|
||||
includedirs {
|
||||
|
19
ImGuizmo/premake5.lua
Normal file
19
ImGuizmo/premake5.lua
Normal file
@ -0,0 +1,19 @@
|
||||
project "ImGuizmo"
|
||||
kind "StaticLib"
|
||||
|
||||
includedirs {
|
||||
"../libs/glfw/include",
|
||||
"../libs/ImGui",
|
||||
"../libs/guizmo"
|
||||
}
|
||||
|
||||
files {
|
||||
"../libs/guizmo/*.cpp",
|
||||
}
|
||||
|
||||
libdirs{
|
||||
"../libs/ImGui",
|
||||
"../libs/glad"
|
||||
}
|
||||
|
||||
include("../ImGui")
|
84
README.md
84
README.md
@ -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
|
||||
|
||||
- Metal (Possibly)
|
||||
- Logging
|
||||
- Different for debug and release
|
||||
- Different per OS
|
||||
|
||||
- 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 ?!?!?
|
||||
- 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)
|
||||
|
39
Runtime/premake5.lua
Normal file
39
Runtime/premake5.lua
Normal file
@ -0,0 +1,39 @@
|
||||
project "Runtime"
|
||||
kind "ConsoleApp"
|
||||
|
||||
buildmessage "Building the runtime ..."
|
||||
|
||||
links{
|
||||
"YoggieEngine"
|
||||
}
|
||||
|
||||
includedirs{
|
||||
"./../YoggieEngine/src",
|
||||
-- I'd prefer if didn't need these..
|
||||
-- We'll figure that out some time later
|
||||
"./../libs/lua/include",
|
||||
"./../libs/spdlog/include",
|
||||
"./../libs/glm",
|
||||
"./../libs/GorillaAudio/include",
|
||||
|
||||
"./../libs/assimp/include",
|
||||
"./../libs/glad/include",
|
||||
"./../libs/glfw/include",
|
||||
"./../libs/tinygltf",
|
||||
"./../libs/glew/include",
|
||||
"./../libs/glm",
|
||||
"./../libs/ImGui",
|
||||
|
||||
|
||||
"./include"
|
||||
|
||||
}
|
||||
|
||||
libdirs {
|
||||
'./../YoggieEngine/build/Debug'
|
||||
}
|
||||
|
||||
files {
|
||||
"./src/*.h",
|
||||
"./src/*.cpp"
|
||||
}
|
6
Runtime/src/main.cpp
Normal file
6
Runtime/src/main.cpp
Normal file
@ -0,0 +1,6 @@
|
||||
#include <iostream>
|
||||
|
||||
int main()
|
||||
{
|
||||
std::cout << "Welcome to the runtime!" << std::endl;
|
||||
}
|
17
SHOWCASE.md
Normal file
17
SHOWCASE.md
Normal file
@ -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>
|
40
SandboxApp/premake5.lua
Normal file
40
SandboxApp/premake5.lua
Normal file
@ -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
87
SandboxApp/src/GUI.cpp
Normal file
@ -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 = ¤t;
|
||||
|
||||
// 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
11
SandboxApp/src/GUI.h
Normal file
@ -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
SandboxApp/src/Sandbox.cpp
Normal file
123
SandboxApp/src/Sandbox.cpp
Normal file
@ -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()
|
||||
{
|
||||
}
|
@ -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
6
SandboxApp/src/Util.h
Normal file
@ -0,0 +1,6 @@
|
||||
#pragma once
|
||||
#include "../../YoggieEngine/src/BarinkEngine.h"
|
||||
|
||||
//void PrintSceneTree(Node& node, int depth);
|
||||
|
||||
//glm::mat4 CalculateModelMat(Transform& transform);
|
@ -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();
|
||||
}
|
@ -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);
|
@ -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;
|
||||
}
|
@ -1,6 +0,0 @@
|
||||
#pragma once
|
||||
#include "BarinkEngine.h"
|
||||
|
||||
void PrintSceneTree(SceneNode& node, int depth);
|
||||
|
||||
glm::mat4 CalculateModelMat(Transform& transform);
|
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user