1 Commits

Author SHA1 Message Date
3c30bf7fb7 Base layout for the input manager 2022-06-19 20:01:31 +02:00
153 changed files with 18555 additions and 19864 deletions

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

5
.gitignore vendored
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@ -1,11 +1,12 @@
**/build/
**/intermediates/
build/
intermediates/
tools/
*.make
Makefile
.vscode/
libs/lua
libs/glad
Debug/
*.sln
*.vcxproj
*.vcxproj.filters

17
.gitmodules vendored
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@ -4,10 +4,12 @@
[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
@ -20,19 +22,6 @@
[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

6
.vscode/settings.json vendored Normal file
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{
"cmake.configureOnOpen": true,
"files.associations": {
"iosfwd": "cpp"
}
}

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#include "BarinkEngine.h"
EngineStatistics* ES;
BarinkEngine::InputManager InputSystem;
int main(int argc, char* argv[]) {
// Setup performance sampler
PerfomanceSamplerInit();
// Create the window
BarinkWindow MainWindow = BarinkWindow(800, 600);
// =================================================
// Startup services
// =================================================
// Startup Renderer
BarinkEngine::Renderer renderer = BarinkEngine::Renderer();
// Startup InputManager
InputSystem = BarinkEngine::InputManager();
InputSystem.attach(&MainWindow);
InputSystem.setupGLFWInput(MainWindow.windowptr());
// Startup GUI System
GUIManager GUISystem = GUIManager(&MainWindow);
// Enable depth testing
// NOTE: TODO Move this into the renderer
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;
InputSystem.detach(&MainWindow);
return 0;
}

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#include "../Include/EventSystem/EventEmitter.h"
void EventEmitter::Subscribe(EventListener& subscriber)
{
subscribers.push_back(&subscriber);
}
void EventEmitter::Unsubscribe(EventListener& subscriber)
{
subscribers.remove(&subscriber);
}
void EventEmitter::EmitEvent(Event& incident)
{
// Notify all subscribers an event has taken place
for (auto it = subscribers.begin(); it != subscribers.end(); ++it)
{
(*it)->ReceiveEvent(incident);
}
}
EventEmitter::EventEmitter() {
subscribers = std::list<EventListener*>{};
}

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#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 {
public:
static std::vector<BarinkEngine::Mesh> Import(std::string path);
private:
static BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene);
static std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene);
};

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

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

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#pragma once
#include <string>
struct Event
{
public:
std::string name;
};

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

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#include "EventListener.h"
void EventListener::ReceiveEvent(Event& incident)
{
}

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#pragma once
#include "Event.h"
#include <list>
class EventListener{
public:
virtual void ReceiveEvent(Event& incident);
};

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#pragma once
#include "Event.h"
struct KEY_DOWN_EVENT : public Event {
public:
int scancode;
int keycode;
int mods;
};
struct KEY_UP_EVENT : public Event {
public:
int scancode;
int keycode;
int mods;
};

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

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

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#pragma once
#include "Graphics/Window.h"
class GUIManager {
public:
GUIManager(BarinkWindow* window);
~GUIManager();
void Render();
private:
BarinkWindow* currentwindow;
};

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

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

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

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#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(std::string& path);
void Draw();
private:
std::vector<BarinkEngine::Mesh> meshes;
Renderable(std::string& path);
};

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

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@ -1,4 +1,5 @@
#pragma once
#include <glad/glad.h>
#include <string>
#include <iostream>
@ -6,22 +7,21 @@
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
namespace YoggieEngine {
class Shader {
private:
char* readFile(const char* filePath);
class Shader {
private:
char* readFile (const char* filePath);
public:
Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath);
void Use() const;
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;
void setUniformInt(std::string uniformName, int value) const ;
int id;
};
}
};

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

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

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@ -1,19 +1,15 @@
#pragma once
#define GLFW_STATIC
#include <glad/glad.h>
#include <stdlib.h>
#include <stdio.h>
#include <iostream>
#include <GLFW/glfw3.h>
#include <spdlog/spdlog.h>
#include "../Include/EventSystem/EventListener.h"
#include "../EventSystem/Event.h"
#include "../EventSystem/EventListener.h"
namespace YoggieEngine {
class BarinkWindow : EventListener {
class BarinkWindow : EventListener {
private:
GLFWwindow* window;
bool FullScreen;
@ -22,6 +18,9 @@ namespace YoggieEngine {
static bool InitGLFW();
public:
BarinkWindow(const int width, const int height);
~BarinkWindow();
@ -35,5 +34,4 @@ namespace YoggieEngine {
void SwapBuffers();
};
}
};

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#pragma once
#include "GLFW/glfw3.h"
namespace BarinkEngine {
namespace Input {
void BE_GLFW_KEYS(GLFWwindow* window, int key, int scancode, int action, int mods);
void BE_GLFW_CURSOR_POSITION(GLFWwindow* window, double x, double y);
void BE_GLFW_CURSOR_ENTER(GLFWwindow* window, int entered);
void BE_GLFW_MOUSE_BUTTON(GLFWwindow* window, int button, int action, int mods);
void BE_GLFW_SCROLL(GLFWwindow* window, double xoffset, double yoffset);
}
}

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#pragma once
#include <list>
#include "Graphics/Window.h"
#include "EventSystem/EventEmitter.h"
#include "../Include/Input/GLFWInput.h"
#include "BarinkEngine.h"
namespace BarinkEngine {
class InputManager : public EventEmitter {
public:
InputManager();
void PollEvents();
void attach(BarinkWindow* window);
void detach(BarinkWindow* window);
void setupGLFWInput(GLFWwindow* window);
private:
std::list<BarinkWindow*> windows;
};
}

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

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

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

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

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#include "BarinkEngine.h"
#include "../Include/Input/GLFWInput.h"
#include "../Include/EventSystem/InputSystemEvents.h"
#include "../Include/Input/InputManager.h"
namespace BarinkEngine {
namespace Input {
void BE_GLFW_KEYS(GLFWwindow* window, int key, int scancode, int action, int mods)
{
switch (action)
{
case GLFW_KEY_DOWN: {
KEY_DOWN_EVENT keydown{};
keydown.name = "KEY::DOWN";
keydown.mods = mods;
keydown.scancode = scancode;
keydown.keycode = key;
InputSystem.EmitEvent(keydown);
break;
}
case GLFW_KEY_UP: {
KEY_UP_EVENT keyup{};
keyup.name = "KEY::DOWN";
keyup.mods = mods;
keyup.scancode = scancode;
keyup.keycode = key;
InputSystem.EmitEvent(keyup);
break;
}
default:
Event KeyEvent{};
KeyEvent.name = "KEY";
InputSystem.EmitEvent(KeyEvent);
break;
}
}
void BE_GLFW_CURSOR_POSITION(GLFWwindow* window, double x, double y)
{
Event CursorPosUpdate{};
CursorPosUpdate.name = "UPDATE::CURSOR:POSITION";
InputSystem.EmitEvent(CursorPosUpdate);
}
void BE_GLFW_CURSOR_ENTER(GLFWwindow* window, int entered)
{
if (entered) {
Event mouseEntered{};
mouseEntered.name = "Mouse Entered Window's confines!";
InputSystem.EmitEvent(mouseEntered);
}
else {
Event mouseLeft{};
mouseLeft.name = "Mouse Left Window's confines!";
InputSystem.EmitEvent(mouseLeft);
}
}
void BE_GLFW_MOUSE_BUTTON(GLFWwindow* window, int button, int action, int mods)
{
Event MouseButtonEvent{};
MouseButtonEvent.name = "MOUSEBUTTON";
InputSystem.EmitEvent(MouseButtonEvent);
}
void BE_GLFW_SCROLL(GLFWwindow* window, double xoffset, double yoffset)
{
Event ScrollEvent{};
ScrollEvent.name = "SCROLL";
InputSystem.EmitEvent(ScrollEvent);
}
}
}

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#include "Input/InputManager.h"
namespace BarinkEngine {
void InputManager::PollEvents()
{
for (auto it = windows.begin(); it != windows.end(); ++it) {
(*it)->Poll();
}
}
void InputManager::setupGLFWInput(GLFWwindow* window) {
// Attach callbacks
glfwSetKeyCallback(window, BarinkEngine::Input::BE_GLFW_KEYS);
glfwSetCursorPosCallback(window, BarinkEngine::Input::BE_GLFW_CURSOR_POSITION);
glfwSetCursorEnterCallback(window, BarinkEngine::Input::BE_GLFW_CURSOR_ENTER);
glfwSetMouseButtonCallback(window, BarinkEngine::Input::BE_GLFW_MOUSE_BUTTON);
glfwSetScrollCallback(window, BarinkEngine::Input::BE_GLFW_SCROLL);
}
void InputManager::attach(BarinkWindow* window)
{
windows.push_back(window);
this->Subscribe((EventListener&)(*window));
}
void InputManager::detach(BarinkWindow* window)
{
windows.remove(window);
this->Unsubscribe((EventListener&)*window);
}
InputManager::InputManager() : EventEmitter()
{
windows = std::list<BarinkWindow*>();
}
}

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

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

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

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

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

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

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

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#include "AssetManager/ModelImporter.h"
std::vector<BarinkEngine::Mesh> ModelImporter::Import(std::string path)
{
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path.c_str(), aiProcess_Triangulate | aiProcess_FlipUVs);
aiNode* currentNode = scene->mRootNode;
return processNode(currentNode, scene);
}
std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene) {
std::vector<BarinkEngine::Mesh> meshes;
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene));
}
for (unsigned int i = 0; i < node->mNumChildren; i++) {
auto m2 = processNode(node->mChildren[i], scene);
for(auto m : m2) {
meshes.push_back(m);
}
}
return meshes;
}
BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene) {
std::vector<unsigned int> indices;
std::vector<BarinkEngine::Vertex> vertices;
// Process vertices
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
BarinkEngine::Vertex v{};
glm::vec3 vector;
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
v.vertices = vector;
if (mesh->mTextureCoords[0]) {
glm::vec2 texCoord;
texCoord.x = mesh->mTextureCoords[0][i].x;
texCoord.y = mesh->mTextureCoords[0][i].y;
v.uv = texCoord;
}
vertices.push_back(v);
}
// Process Indices
for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
aiFace face = mesh->mFaces[i];
if (face.mNumIndices < 3)
continue;
for (unsigned int j = 0; j < face.mNumIndices; j++) {
indices.push_back(face.mIndices[j]);
}
}
BarinkEngine::Mesh result;
result.vertices = vertices;
result.elements = indices;
return result;
}

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

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

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

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

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

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

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@ -1,11 +1,11 @@
#version 440 core
out vec4 FragColor;
uniform vec3 Color;
in vec2 TexCoord;
uniform sampler2D Texture;
void main(){
FragColor = vec4(color , 1.0f); // mix ( texture(Texture, TexCoord), vec4(Color, 1.0f), 1.0f);
#version 440 core
out vec4 FragColor;
uniform vec3 Color;
in vec2 TexCoord;
uniform sampler2D Texture;
void main(){
FragColor = mix ( texture(Texture, TexCoord), vec4(Color, 1.0f), 0.5f);
}

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#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;
}

83
BarinkEngine/premake5.lua Normal file
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project "BarinkEngine"
kind "StaticLib"
buildmessage "Building BarinkEngine"
includedirs {
"Include/",
"../libs/lua/include",
"../libs/spdlog/include",
"../libs/glm",
"../libs/GorillaAudio/include",
"../libs/physx/physx/include",
"../libs/steam-audio/include",
"../libs/assimp/include",
"../libs/glad/include",
"../libs/glfw/include",
"../libs/glew/include",
"../libs/glm",
"../libs/ImGui",
}
links {
-- This needs to fall under the filter as the names can differ on different platforms
"phonon",
"lua54",
"spdlog",
"assimp-vc143-mtd",
"glfw3",
"ImGUI_Opengl3",
}
libdirs {
"../libs/steam-audio/lib/windows-x64",
"../libs/lua",
"../libs/spdlog/build/Release",
"../libs/assimp/lib/Debug",
"../libs/glfw/build/src/Debug",
}
files {
"../libs/glad/src/glad.c",
"./*.cpp",
"./*.h",
"./**/*.cpp",
"./**/*.h"
}
filter { "system:windows"}
prebuildcommands {
-- Copy shaders
"copy graphics\\shaders\\fragment.shader ..\\build\\SandboxApplication\\Debug\\test.fs",
"copy graphics\\shaders\\vertex.shader ..\\build\\SandboxApplication\\Debug\\test.vs",
"copy graphics\\shaders\\RenderSurfaceFrag.shader ..\\build\\SandboxApplication\\Debug\\RenderSurface.fs",
"copy graphics\\shaders\\RenderSurfaceVert.shader ..\\build\\SandboxApplication\\Debug\\RenderSurface.vs"
}
filter { "system:linux" }
prebuildcommands {
-- Copy shaders
"cp graphics/shaders/fragment.shader ../build/SandboxApplication/Debug/test.fs",
"cp graphics/shaders/vertex.shader ../build/SandboxApplication/Debug/test.vs",
"cp graphics/shaders/RenderSurfaceFrag.shader ../build/SandboxApplication/Debug/RenderSurface.fs",
"cp graphics/shaders/RenderSurfaceVert.shader ../build/SandboxApplication/Debug/RenderSurface.vs"
}
include('../ImGui')

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@ -1,44 +0,0 @@
project "Editor"
kind "ConsoleApp"
buildmessage "Building editor ..."
links{
"YoggieEngine",
"ImGuizmo",
"yaml-cpp",
"nfd.lib"
}
includedirs{
"../YoggieEngine/build/Debug",
-- I'd prefer if didn't need these..
-- We'll figure that out some time later
incfolder["lua"],
incfolder["spdlog"],
incfolder["glm"],
incfolder["assimp"],
incfolder["glad"],
incfolder["glfw"],
incfolder["imgui"],
incfolder["imguizmo"],
incfolder["entt"],
incfolder["yamlcpp"],
incfolder["nativefiledialog"],
}
libdirs {
staticlib["yoggie"],
staticlib["nativefiledialog"]
}
files {
"../libs/glad/src/glad.c",
"./src/**.h",
"./src/**.cpp"
}

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@ -1,9 +0,0 @@
#pragma once
struct EditorContext {
std::shared_ptr<Project> CurrentProject;
Scene MainScene;
EditorContext() = default;
EditorContext(EditorContext& other) = default;
~EditorContext() = default;
};

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@ -1,66 +0,0 @@
#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;
std::ofstream projectFile;
projectFile.open(path.u8string());
projectFile << projectYAML.c_str();
projectFile.close();
}
void Project::LoadProject(std::filesystem::path path, std::shared_ptr<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.reset();
project = std::make_shared<Project>(node.as<Project>());
std::cout << "loading..." << project.get()->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;
}
};
}

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@ -1,22 +0,0 @@
#pragma once
#include <filesystem>
#include <iostream>
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; }
static void SaveProject(std::filesystem::path path, Project& project);
static void LoadProject(std::filesystem::path path, std::shared_ptr<Project>& project);
private:
std::string Name;
std::filesystem::path ProjectDirectory;
};

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@ -1,69 +0,0 @@
#pragma once
#include "../../YoggieEngine/src/AssetManager/ModelImporter.h"
#include "../../YoggieEngine/src/Graphics/Memory/Framebuffer.h"
#include "../../YoggieEngine/src/PerfCounter.h"
#include "../../YoggieEngine/src/Scene/Entity.h"
#include "Project.h"
class SceneRuntime : public ApplicationRuntime {
public:
SceneRuntime() = default;
void Start() override
{
CurrentProject = std::make_shared<Project>("Random");
framebuffer = new Framebuffer();
// Create a level and load it as the current level
auto importer = ModelImporter();
// Create a cube
Model = importer.Import("build/Debug/Models/Cube.obj");
cube = MainScene.AddEntity("cube");
auto& render3DComponent = cube.AddComponent<Render3DComponent>();
render3DComponent.mesh = *(Model->renderable->mesh);
cube.GetComponent<TransformComponent>().Position = glm::vec3(1.0f, 0.0f, 5.0f);
auto cube2 = MainScene.AddEntity("Cube1");
auto& rendercube2 = cube2.AddComponent<Render3DComponent>();
rendercube2.mesh = *(Model->renderable->mesh);
// create an ambient light source
auto AmbientLight = MainScene.AddEntity("AmbientLight");
auto light = AmbientLight.AddComponent<LightComponent>();
light.Color = glm::vec3(1.0f);
light.Strength = 1.0f;
Selected = (entt::entity)-1;
}
void Update() override
{
}
void FixedUpdate() override
{
}
void Stop() override
{
}
private:
std::shared_ptr<Project> CurrentProject = nullptr;
Scene MainScene;
Framebuffer* framebuffer;
SceneObject* Model;
Entity cube;
entt::entity Selected;
friend class Editor;
};

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@ -1,109 +0,0 @@
#pragma once
#include <yaml-cpp/yaml.h>
#include <string>
#include <filesystem>
#include <fstream>
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;
}
void Serialize(YAML::Emitter& emitter, TransformComponent& transform)
{
emitter << YAML::BeginMap;
emitter << YAML::Key << "Transform" << YAML::Value << YAML::Flow << YAML::BeginSeq;
emitter << YAML::Key << "Position";
emitter << YAML::Value << transform.Position;
emitter << YAML::Key << "Rotation";
emitter << YAML::Value << transform.Rotation;
emitter << YAML::Key << "Scale";
emitter << YAML::Value << transform.Scale;
emitter << YAML::EndSeq << YAML::EndMap;
}
void Serialize(YAML::Emitter& emitter, IdentifierComponent& identifier)
{
emitter << YAML::BeginMap;
emitter << YAML::Key << "Ident";
emitter << YAML::Value << identifier.name;
emitter << YAML::EndMap;
}
void Serialize(YAML::Emitter& emitter, LightComponent& light)
{
emitter << YAML::BeginMap << "Light";
emitter << YAML::Key << "strength";
emitter << YAML::Value << light.Strength;
emitter << YAML::Key << "Color";
emitter << YAML::Value << light.Color;
emitter << YAML::EndMap;
}
std::string Serialize( Scene& scene) {
YAML::Emitter sceneYAML;
sceneYAML << "YOGGIE_SCENE_FILE" ;
scene.getReg().each([&scene, &sceneYAML](auto enttNumber) {
Entity entity = Entity(enttNumber, &scene);
Serialize(sceneYAML, entity.GetComponent<IdentifierComponent>());
Serialize(sceneYAML, entity.GetComponent<TransformComponent>());
if (entity.HasComponent<LightComponent>()) {
Serialize(sceneYAML, entity.GetComponent<LightComponent>());
}
});
return std::string(sceneYAML.c_str());
}
void Parse(std::string& YAML) {
std::vector<YAML::Node> nodes = YAML::LoadAll(YAML);
for(YAML::Node node : nodes)
{
std::cout << node.Type() << std::endl;
}
}
void SaveScene(std::filesystem::path path, Scene& scene) {
std::string YAMLString = Serialize(scene);
WriteFile(YAMLString, path);
}
void LoadScene(std::filesystem::path path, Scene& scene)
{
std::ifstream sceneFile;
std::string YAMLScene;
sceneFile.open(path.u8string());
std::stringstream sstream;
sstream << sceneFile.rdbuf();
YAMLScene = sstream.str();
sceneFile.close();
Parse(YAMLScene);
}

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@ -1,72 +0,0 @@
#pragma once
#include <string>
#include <imgui.h>
#include <nfd.h>
#include <iostream>
#include <functional>
#include "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;
};

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@ -1,35 +0,0 @@
#include <stdio.h>
#include "EditorConsole.h"
EditorConsole::EditorConsole()
: Items(ImVector<char*>()), AutoScroll(false), ScrollToBottom(false)
{
AddLog("Hello Editor console!");
}
EditorConsole::~EditorConsole() {
}
void EditorConsole::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 EditorConsole::AddLog(const char* fmt, ...) {
char buf[1024];
va_list args;
va_start(args, fmt);
vsnprintf(buf, IM_ARRAYSIZE(buf), fmt, args);
buf[IM_ARRAYSIZE(buf) - 1] = 0;
va_end(args);
Items.push_back(strdup(buf));
}

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@ -1,18 +0,0 @@
#pragma once
#include <imgui.h>
class EditorConsole
{
public:
EditorConsole();
~EditorConsole();
void Draw();
void AddLog(const char* fmt, ...);
private:
ImVector<char*> Items;
bool AutoScroll;
bool ScrollToBottom;
};

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@ -1,164 +0,0 @@
#include "widgets.h"
#include "EditorConsole.h"
#include <iostream>
#include "../../YoggieEngine/src/Scene/Components.h"
#include "../../YoggieEngine/src/Scene/Entity.h"
class Editor;
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();
}
void Inspector(entt::entity ent , Scene& scene) {
ImGui::Begin("Inspector");
static char* names[] = { "Script Component", "Camera Component" };
static float Zoom = 90;
static glm::vec3 Position = glm::vec3(0.0f, 0.0f, 0.0f);
static glm::vec3 Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
if (scene.getReg().valid(ent)) {
Entity entity = Entity(ent, &scene);
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 "
<< entity.GetComponent<IdentifierComponent>().name << std::endl;
}
ImGui::EndPopup();
}
ImGui::NewLine();
auto component = entity.GetComponent<IdentifierComponent>();
char* buf = new char(component.name.size());
strcpy(buf, component.name.c_str());
ImGui::InputText("Name:",buf , sizeof(buf), ImGuiInputTextFlags_ReadOnly);
if (entity.HasComponent<TransformComponent>()) {
auto& transform = entity.GetComponent<TransformComponent>();
if (ImGui::CollapsingHeader("Transform", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::DragFloat3("Position", glm::value_ptr(transform.Position), 0.01f);
ImGui::DragFloat3("Rotation", glm::value_ptr(transform.Rotation), 0.01f);
ImGui::DragFloat3("Scale", glm::value_ptr(transform.Scale), 0.01f, 0.0f);
}
}
if (entity.HasComponent<LightComponent>()) {
auto& light = entity.GetComponent<LightComponent>();
if (ImGui::CollapsingHeader("Light", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::DragFloat("Strength", &light.Strength, 0.001f);
ImGui::ColorEdit3("Colour", glm::value_ptr(light.Color));
}
}
if (entity.HasComponent <CameraComponent>()) {
auto& camera = entity.GetComponent<CameraComponent>();
ComponentView("Camera", [] {
ImGui::SliderFloat("Zoom", &Zoom, 10, 190);
ImGui::InputFloat3("Position:", &Position[0]);
ImGui::InputFloat3("Rotation:", &Rotation[0]);
});
}
if (entity.HasComponent<ScriptComponent>()) {
ComponentView("Scripting", [] {
ImGui::LabelText("##--", "Hello scripting");
});
}
}
ImGui::End();
}
void SceneExplorer(entt::entity& selected, Scene& scene )
{
ImGui::Begin("Scene Explorer");
scene.getReg().each([&](entt::entity enttNumber) {
Entity entity = Entity(enttNumber, &scene);
auto id = entity.GetComponent<IdentifierComponent>();
if (ImGui::Selectable(id.name.c_str(), enttNumber == selected )) {
selected = enttNumber;
}
});
ImGui::End();
}
void Viewport(Framebuffer& framebuffer) {
unsigned int viewportWindowFlags = ImGuiWindowFlags_NoTitleBar
| ImGuiWindowFlags_NoDecoration
| ImGuiWindowFlags_NoScrollbar
| ImGuiWindowFlags_NoMove
| ImGuiWindowFlags_NoCollapse;
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2{ 0,0 });
ImGui::Begin("Viewport", false, viewportWindowFlags);
ImGui::Image((void*)(intptr_t)framebuffer.GetColourAttachment(), ImVec2{ (float)800,(float)600 });
ImGuizmo::SetDrawlist();
ImGuizmo::SetRect(ImGui::GetWindowPos().x, ImGui::GetWindowPos().y, ImGui::GetWindowWidth(), ImGui::GetWindowHeight());
ImGuizmo::Enable(true);
auto cam = glm::mat4(1.0f);
auto eye = glm::vec3(0.0f);
auto center = glm::vec3(0.0f);
auto up = glm::vec3(0.0f, 1.0f, 0.0f);
auto view = glm::lookAt(eye, center, up);
glm::mat4 projection = glm::perspective(glm::radians(90.0f), (800.0f / 600.0f), 0.001f, 100.0f);
auto transformMatrix = glm::mat4(1.0f);
ImGuizmo::Manipulate(glm::value_ptr(view), glm::value_ptr(projection), ImGuizmo::TRANSLATE, ImGuizmo::WORLD, glm::value_ptr(transformMatrix));
//ImGuizmo::Manipulate(glm::value_ptr(static_cam), glm::value_ptr(static_projection), ImGuizmo::TRANSLATE, ImGuizmo::WORLD, glm::value_ptr(trans));
ImGuizmo::ViewManipulate(glm::value_ptr(cam), 8.0f, ImVec2{ 0.0f,0.0f }, ImVec2{ 128.0f,128.0f }, 0x10101010);
ImGui::End();
ImGui::PopStyleVar();
}
void Settings() {
ImGui::Begin("Settings");
ImGui::LabelText("##title-settings", "Fine grain control over your engine... ");
ImGui::End();
}
auto console = EditorConsole();
void Console() {
ImGui::Begin("Console", false);
console.Draw();
ImGui::End();
}
void AssetsFinder() {
ImGui::Begin("Asset-Finder", false);
ImGui::Dummy(ImVec2{ 128, 128 });
ImGui::End();
}

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@ -1,26 +0,0 @@
#pragma once
#include <glm/glm.hpp>
#include <imgui.h>
#include <string>
#include <entt/entt.hpp>
#include <entt/entity/fwd.hpp>
#include "../../libs/guizmo/ImGuizmo.h"
#include "../../YoggieEngine/src/YoggieEngine.h"
typedef void ( *voidFunction ) (void);
using namespace YoggieEngine;
void ComponentView(const std::string& componentName, voidFunction func);
void Inspector(entt::entity entity, Scene& scene);
void SceneExplorer(entt::entity& selected, Scene& scene);
void Viewport(Framebuffer& framebuffer);
void Settings();
void Console();
void AssetsFinder();

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@ -1,268 +0,0 @@
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <imgui.h>
#include <backends/imgui_impl_opengl3.h>
#include <backends/imgui_impl_glfw.h>
#include <imgui_internal.h>
#include <nfd.h>
#include "../../libs/guizmo/ImGuizmo.h"
#include "UI/Widgets.h"
#include "Project.h"
#include "SceneSerializer.h"
#include "EditorContext.h"
#include "SceneRuntime.h"
const unsigned int MS_PER_UPDATE = 2;
class Editor : public Application {
public:
Editor() : Application("Editor") {}
void Run() override
{
BarinkWindow mainWindow = BarinkWindow(1200, 700);
InputSystem = new InputManager();
renderer = new Renderer();
InputSystem->attach(&mainWindow);
InitImGui(mainWindow);
activeRuntime.Start();
double previous = glfwGetTime();
double lag = 0.0;
renderer->Prepare(activeRuntime.MainScene);
while (!mainWindow.WindowShouldClose())
{
double current = glfwGetTime();
double elapsed = current - previous;
previous = current;
lag += elapsed;
InputSystem->PollEvents();
while (lag >= MS_PER_UPDATE)
{
activeRuntime.Update();
lag -= MS_PER_UPDATE;
}
renderer->Render(activeRuntime.framebuffer, activeRuntime.MainScene);
ImGuiBegin();
RenderGUI();
ImGuiEnd();
mainWindow.SwapBuffers();
glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT);
}
activeRuntime.Stop();
delete InputSystem;
delete renderer;
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}
void InitImGui(BarinkWindow& window )
{
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_::ImGuiConfigFlags_ViewportsEnable;
io.ConfigFlags |= ImGuiConfigFlags_::ImGuiConfigFlags_DockingEnable;
io.Fonts->AddFontFromFileTTF("build/Debug/Fonts/Roboto-Regular.ttf", 18);
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(window.windowptr(), true);
ImGui_ImplOpenGL3_Init("#version 440");
}
void ImGuiBegin() {
ImGui_ImplGlfw_NewFrame();
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
ImGuizmo::SetOrthographic(true);
ImGuizmo::BeginFrame();
}
void ImGuiEnd() {
ImGui::EndFrame();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
GLFWwindow* last_context = glfwGetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
glfwMakeContextCurrent(last_context);
}
}
void RenderGUI() {
ImGui::DockSpaceOverViewport(ImGui::GetMainViewport());
// Show a menu bar
ImGui::BeginMainMenuBar();
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, activeRuntime.CurrentProject);
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, &savePath);
switch (result) {
case(NFD_OKAY):
std::cout << "Save as: " << savePath << std::endl;
Project::SaveProject(savePath, *activeRuntime.CurrentProject.get());
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();
}
if (ImGui::BeginMenu("Scene")) {
if (ImGui::MenuItem("Save scene"))
{
nfdresult_t result = NFD_SaveDialog({ "yscene" }, NULL, &scenePath);
switch (result) {
case(NFD_OKAY):
SaveScene(scenePath, activeRuntime.MainScene);
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, &openScenePath);
switch (result) {
case (NFD_OKAY):
LoadScene(openScenePath, activeRuntime.MainScene);
break;
case(NFD_CANCEL):
break;
case(NFD_ERROR):
std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
break;
}
}
if (ImGui::MenuItem("Add Entity")) {
activeRuntime.MainScene.AddEntity("New Entity");
}
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
ImGui::Begin("ProjectInfo");
ImGui::Text("Project: %s", activeRuntime.CurrentProject.get()->GetName().c_str());
ImGui::Text("Directory: %s", activeRuntime.CurrentProject.get()->GetProjectDirectory().u8string().c_str());
ImGui::End();
//ShowStats();
Viewport(*activeRuntime.framebuffer);
SceneExplorer(activeRuntime.Selected, activeRuntime.MainScene);
Inspector(activeRuntime.Selected, activeRuntime.MainScene);
Settings();
AssetsFinder();
Console();
ImGui::ShowDemoWindow();
ImGui::ShowMetricsWindow();
}
private:
EditorContext context;
SceneRuntime activeRuntime ;
char* path = nullptr;
char* savePath = nullptr;
char* scenePath = nullptr;
char* openScenePath = nullptr;
};
int main (int argc , char* argv[]) {
Editor().Run();
}

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@ -1,26 +0,0 @@
# Yoggie Engine features
## Features
**NOTE** __Not in any particular order__
- Rendering
- OpenGL
- Vulkan
- 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)
- LUA
- Configuration options
- JSON
- LUA
- YAML

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@ -1,4 +1,4 @@
project "ImGui"
project "ImGUI_Opengl3"
kind "StaticLib"
includedirs {

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

BIN
Manuals/GLSL.std.450.pdf Normal file

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BIN
Manuals/SPIRV.pdf Normal file

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@ -1,16 +1,54 @@
# Yoggie Engine
# BarinkEngine
```
,---,. ,-. ,---,.
,' .' \ ,--, ,--/ /| ,' .' | ,--,
,---.' .' | __ ,-,--.'| ,---,,--. :/ |,---.' | ,---, ,--.'| ,---,
| | |: | ,' ,'/ /| |, ,-+-. / : : ' / | | .' ,-+-. / | ,----._,| |, ,-+-. / |
: : : / ,--.--. ' | |' `--'_ ,--.'|' | ' / : : |-,,--.'|' |/ / ' `--'_ ,--.'|' | ,---.
: | ; / \| | ,,' ,'| | | ,"' ' | : : | ;/| | ,"' | : ,' ,'| | | ,"' | / \
| : .--. .-. ' : / ' | | | | / | | | \ | : .| | / | | | .\ ' | | | | / | |/ / |
| | . |\__\/: . | | ' | | : | | | | ' : |. \| | |-| | | | . ; '; | | : | | | | . ' / |
' : '; |," .--.; ; : | ' : |__| | | |/| | ' \ ' : ;/| | | |/' . . ' : |__| | | |/' ; /|
| | | ;/ / ,. | , ; | | '.'| | |--' ' : |--'| | | | |--' `---`-'| | | '.'| | |--' ' | / |
| : /; : .' ---' ; : | |/ ; |,' | : .| |/ .'__/\_: ; : | |/ | : |
| | ,' | , .-./ | , /'---' '--' | | ,' '---' | : | , /'---' \ \ /
`----' `--`---' ---`-' `----' \ \ / ---`-' `----'
`--`-'
```
<img src="Screenshots/Yoggie.webp" width="400" ></img>
## Features
**NOTE** __Not in any particular order__
- Rendering
- OpenGL
- Vulkan
- 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)
- LUA
- Configuration options
- JSON
- LUA
- others ?!?!?
## Screenshots
<img src="Screenshots/screen1.png" width="300"></img> \
<img src="Screenshots/screen2.png" width="300"></img> \
<img src="Screenshots/YoggieEditor.png" width="300"></img>
<img src="Screenshots/screen1.png" width="300"></img>
<img src="Screenshots/screen2.png" width="300"></img>
## Planning
see [TODO](docs/TODO.md) \
see [Features](Features.md)
see [TODO](docs/TODO.md)
_NOTE:_
The planning is moving away from markdown in favor

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

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

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

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

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@ -1,11 +0,0 @@
#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);

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

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

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

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

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@ -0,0 +1,41 @@
#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();
}

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

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@ -0,0 +1,176 @@
#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);
std::string cubePath = "build/SandboxApplication/Debug/Models/Cube.obj";
std::string lanternPath = "build/SandboxApplication/Debug/Models/Latern.gltf";
/*
* load meshes
*/
Cube = Renderable::Load(lanternPath);
Cube2 = Renderable::Load(cubePath);
Cube->addChild(*Cube2);
Cube->shader = shader;
Cube2->shader = shader;
Cube->texture = textureCube;
Cube2->texture = textureCube;
Cube2->transform.Position = glm::vec3(-9.0f, 0.0f, 0.0f);
Cube->transform.Position = glm::vec3(-8.0f, 0.0f, -2.0f);
cam = new Camera(glm::vec3(0.0f, 1.5f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
memset(code, '\0', 254);
}
/*
* Runs every frame
* - Use to draw Immediate mode graphics (Not meant for HUD's )
*/
void ImmediateGraphicsDraw() {
ImGui::NewFrame();
// Show ImGui demo such that I can easily look
// at possible GUI elements to use
ImGui::ShowDemoWindow();
// Show internal BarinkEngine stats
ShowStats();
// Show different tooling for this specific sandbox
CameraTool(cam);
ScriptingTool(code);
transformWindow(Cube->transform, "Transform (Cube)");
transformWindow(Cube2->transform, "Transform (Cube2)");
materialWindow(*matCube, "Material Cube");
materialWindow(*matCube2, "Material Cube2");
}
/*
* Runs every frame
* - Meant for game logic ( non-physics related)
*/
void Update()
{
/*
* NOTE: this needs to move to the renderer
* Render code should not appear in the sandbox file
*/
glm::mat4 projection = glm::perspective(glm::radians(cam->Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
shader->Use();
shader->setUniformMat4("P", projection);
shader->setUniformMat4("M", CalculateModelMat(Cube->transform));
shader->setUniformMat4("V", cam->GetViewMatrix());
matCube->Apply();
Cube->Draw();
shader->setUniformMat4("M", CalculateModelMat(Cube2->transform));
matCube2->Apply();
Cube2->Draw();
}
/*
* Runs at the end of the program
* - Meant for cleanup
*/
void Stop() {
// Cleanup
Cube->VAO.Delete();
Cube->elementBuffer.Delete();
Cube2->VAO.Delete();
Cube2->elementBuffer.Delete();
delete Cube2;
delete Cube;
delete matCube;
delete matCube2;
delete shader;
}

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

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

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@ -11,7 +11,7 @@
<input type="checkbox"></input> Basic Textures \
<input type="checkbox" checked></input> Link GLEW or GLAD \
<input type="checkbox" checked></input> Work on basic logging \
<input type="checkbox" checked></input> Input handling \
<input type="checkbox"></input> Input handling \
<input type="checkbox"></input> More shader work \
<input type="checkbox" checked></input> Load FBX model files \
<input type="checkbox"></input> Basic Physics \
@ -21,6 +21,5 @@
## Resources
https://renderdoc.org/ \
https://api.projectchrono.org/tutorial_table_of_content_chrono.html \
https://github.com/epezent/implot -- Useful when displaying graphs of any kind \
https://renderdoc.org/
https://api.projectchrono.org/tutorial_table_of_content_chrono.html

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@ -1,73 +0,0 @@
project "YoggieEngine"
kind "StaticLib"
pchheader "YoggieEngine.h"
pchsource "src/YoggieEngine.cpp"
buildmessage "Building Yoggie Engine"
disablewarnings{
"4099" -- Ignore the missing debug signals for GLFW warning
}
includedirs {
"./src",
"../libs/spdlog/include",
"../libs/glm",
"../libs/glfw/include",
"../libs/glew/include",
"../libs/glad/include",
"../libs/assimp/include",
"../libs/entt/src",
"../libs/physx/physx/include",
"../libs/lua/include",
"../libs/GorillaAudio/include",
"../libs/steam-audio/include",
"../libs/ImGui",
}
links {
-- This needs to fall under the filter as the names can differ on different platforms
"phonon",
"lua54",
"spdlog",
"assimp-vc143-mtd",
"glfw3",
"ImGui",
}
libdirs {
"../libs/steam-audio/lib/windows-x64",
"../libs/lua",
"../libs/spdlog/build/Release",
"../libs/assimp/lib/Debug",
"../libs/glfw/build/src/Debug",
}
files {
"./src/**.cpp",
"./src/**.h"
}
prebuildcommands
{
ok,err = os.copyfile("YoggieEngine/src/Graphics/shaders/*" ,"SandboxApp/build/Debug/")
}
postbuildcommands
{
ok,err = os.copyfile("YoggieEngine/build/Debug/intermediates/YoggieEngine.pch", "YoggieEngine/build/Debug/YoggieEngine.pch")
}

View File

@ -1,17 +0,0 @@
#include <YoggieEngine.h>
#include "Application.h"
namespace YoggieEngine {
Application::Application(const std::string& name )
: m_AppName(name)
{
EngineInstrumentation::PerfomanceSamplerInit();
}
void Application::Run() {
std::cout << "No run function implemented!";
}
}

View File

@ -1,38 +0,0 @@
#pragma once
#include "YoggieEngine.h"
#include "Input/InputManager.h"
#include "Graphics/Renderer.h"
#include <string>
#include <iostream>
#include <memory>
namespace YoggieEngine {
// forward declaration
class InputManager;
class Application {
public:
Application(const std::string& name);
virtual void Run();
protected:
std::string m_AppName;
Renderer* renderer = nullptr;
InputManager* InputSystem = nullptr;
friend class ApplicationRuntime;
};
class ApplicationRuntime {
public:
virtual void Start() = 0;
virtual void Update() = 0;
virtual void FixedUpdate() = 0;
virtual void Stop() = 0;
};
};

View File

@ -1,102 +0,0 @@
#include <YoggieEngine.h>
#include "ModelImporter.h"
#include "spdlog/spdlog.h"
namespace YoggieEngine {
SceneObject* ModelImporter::Import(const std::string path)
{
SceneObject* root = new SceneObject(std::string(path), nullptr);
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
aiNode* currentNode = scene->mRootNode;
std::vector<Mesh> meshes = processNode(currentNode, scene);
std::cout << "[DEBUG]: Loaded " << meshes.size() << " meshes!" << std::endl;
// create a renderable (per mesh ?? )
root->renderable = new Renderable();
root->renderable->mesh = new Mesh(meshes[0]);
return root;
}
std::vector<Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene)
{
std::vector<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;
}
Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene) {
std::vector<unsigned int> indices;
std::vector<Vertex> vertices;
ProcessVertices(mesh, vertices);
ProcessIndices(mesh, indices);
Mesh result;
result.vertices = vertices;
result.elements = indices;
return result;
}
void ProcessVertices(aiMesh* mesh, std::vector<Vertex>& out_vertices) {
// Process vertices
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
Vertex v{};
glm::vec3 vector;
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
v.vertices = vector;
if (mesh->mTextureCoords[0]) {
glm::vec2 texCoord;
texCoord.x = mesh->mTextureCoords[0][i].x;
texCoord.y = mesh->mTextureCoords[0][i].y;
v.uv = texCoord;
}
out_vertices.push_back(v);
}
}
void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices) {
// 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++) {
out_indices.push_back(face.mIndices[j]);
}
}
}
}

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@ -1,31 +0,0 @@
#pragma once
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "../Graphics/Primitives/Mesh.h"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <string>
#include "../Scene/TransformTree/SceneNodeTypes.h"
namespace YoggieEngine {
void ProcessVertices(aiMesh* mesh, std::vector<Vertex>& out_vertices);
void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices);
class ModelImporter {
public:
SceneObject* Import(const std::string path);
private:
static Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene);
static std::vector<Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene);
};
}

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@ -1,15 +0,0 @@
#pragma once
#include <string>
namespace YoggieEngine {
struct Event
{
public:
std::string name;
int argc;
void** argv;
};
}

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@ -1,28 +0,0 @@
#include <YoggieEngine.h>
#include "EventEmitter.h"
namespace YoggieEngine {
void EventEmitter::Subscribe(EventListener& subscriber)
{
subscribers.push_back(&subscriber);
}
void EventEmitter::Unsubscribe(EventListener& subscriber)
{
subscribers.remove(&subscriber);
}
void EventEmitter::EmitEvent(Event& incident)
{
// Notify all subscribers an event has taken place
for (auto it = subscribers.begin(); it != subscribers.end(); ++it)
{
(*it)->ReceiveEvent(incident);
}
}
EventEmitter::EventEmitter() {
subscribers = std::list<EventListener*>{};
}
}

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@ -1,18 +0,0 @@
#pragma once
#include "Event.h"
#include "EventListener.h"
namespace YoggieEngine{
class EventEmitter {
public:
void Subscribe(EventListener& subscriber);
void Unsubscribe(EventListener& subscriber);
protected:
std::list<EventListener*> subscribers;
void EmitEvent(Event& incident);
EventEmitter();
};
}

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