30 Commits

Author SHA1 Message Date
391fd5a8a8 WIP: Switching from Premake to CMake build system 2025-06-15 20:55:15 +02:00
7349c0eb16 Basics of the meta Asset Management 2023-06-05 17:48:11 +02:00
19b630104c Big clean up, getting ready for new AssetManagement
* Removing Old EventSystem
* Removing Assets from Editor project
* Clean up of EditorLayer.h
* Moving primitives of renderer out of their subfolder
2023-06-05 17:47:40 +02:00
7ec13a7020 Adding more input handlers 2023-05-17 19:41:48 +02:00
4a84df7c3e Ignore more dirty submodules 2023-05-16 22:06:45 +02:00
a297c7cb3a Adding googletest as a submodule 2023-05-16 22:04:32 +02:00
8ef886df83 Clean up layer stack code, input now goes through each layer 2023-05-16 21:59:10 +02:00
817d0bdca9 Adding tests for decompose function
Added scale and rotation decompose test
2023-05-16 20:43:05 +02:00
c640ac574b Fixed translation issue with Imguizmo 2023-05-16 20:18:26 +02:00
0b2148ad55 Adding more things to .gitignore 2023-05-13 21:37:53 +02:00
95f77209cf Fixing lvalue errors on linux build
nfd is not yet linking on Linux
2023-05-13 21:33:57 +02:00
f7e087ee8d remove yaml-cpp from root directory, Add tests project 2023-05-13 20:13:25 +02:00
e52db0fafd Remove Runtime Project 2023-05-13 20:10:47 +02:00
5bdc0034d1 Moving premake5.lua build file to their individual submodule folder 2023-05-13 20:10:25 +02:00
ceb485018f Rudimentary implementation of the translate,Rotate,Scale tools 2023-05-13 18:10:24 +02:00
daf26c304b Added a few thing , and started simplifying renderer
- Added context menu to Inspector
- Added check to see if project path exists.
- Simplifying the renderer design
2023-05-13 01:31:37 +02:00
550c1b6e5b Updated Editor architecture
- Everything editor related will be happening in EditorLayer
- Added an icon font
- Added proper icon
- Added project badge in main menu bar
- Texture class now keeps track of the texture width and height
2023-05-11 20:27:07 +02:00
c82398205a Script component inspector, glfwErrorCallback etc...
* Filling out script component inspector
* adding error_callback for glfw
* Measuring gflwInit time
* Moving Swap interval set to be after making context current
2023-05-09 19:38:53 +02:00
43fc721413 Replacing a few std::cout with spdlog::info/error 2023-05-09 19:36:34 +02:00
52747202d3 Mark two git submodules to ignore when their working tree has changes 2023-05-08 22:18:14 +02:00
fef75ec64b Started Working on an assetsystem for loading more complex models 2023-05-08 22:08:08 +02:00
3c38e2a988 Editor Layer + Updating Camera System
Started updating the camera system, Moving editor logic to an Editor layer
2023-05-08 22:07:29 +02:00
e9852fe0e7 Implementing started properly implementing Gizmo
Adding GetTransform to the transform component such that the proper view transform can be calculated for any scene camera
2023-05-08 22:06:01 +02:00
8e202f9d59 Introducing application layers
This feature is not really used yet but will help in the future simplify the propegation of events
2023-05-08 22:01:44 +02:00
d8627d0357 Removing unused TransformTree definition files 2023-05-07 20:44:42 +02:00
ec8045c4f4 Added Asset selection in Render3D component view (Not functional yet!) 2023-05-07 15:25:31 +02:00
042dc3a457 Update Transform Component view of the editor 2023-05-07 15:24:23 +02:00
28927d9a4e Moved model file loading logic to the editor code base 2023-05-06 21:06:49 +02:00
89f5b1497f Can move around scene again .. working on Rendering engine still 2023-05-03 16:40:43 +02:00
7448017701 Further abstraction of platform window handling
We could now build our own native window class and stop relying on GLFW. However this won't be important for now!
2023-01-31 18:41:46 +01:00
125 changed files with 4636 additions and 2482 deletions

1
.gitattributes vendored
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@ -1,3 +1,4 @@
*.png filter=lfs diff=lfs merge=lfs -text *.png filter=lfs diff=lfs merge=lfs -text
*.webp filter=lfs diff=lfs merge=lfs -text *.webp filter=lfs diff=lfs merge=lfs -text
*.xcf filter=lfs diff=lfs merge=lfs -text *.xcf filter=lfs diff=lfs merge=lfs -text
*.jpeg filter=lfs diff=lfs merge=lfs -text

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

8
.gitmodules vendored
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@ -14,6 +14,7 @@
[submodule "ImGui"] [submodule "ImGui"]
path = libs/ImGui path = libs/ImGui
url = https://github.com/ocornut/imgui.git url = https://github.com/ocornut/imgui.git
ignore = dirty
[submodule "assimp"] [submodule "assimp"]
path = libs/assimp path = libs/assimp
url = https://github.com/assimp/assimp.git url = https://github.com/assimp/assimp.git
@ -24,21 +25,28 @@
[submodule "libs/physx"] [submodule "libs/physx"]
path = libs/physx path = libs/physx
url = https://git.barink.dev/Nigel/PhysX.git url = https://git.barink.dev/Nigel/PhysX.git
ignore = dirty
[submodule "libs/entt"] [submodule "libs/entt"]
path = libs/entt path = libs/entt
url = https://github.com/skypjack/entt.git url = https://github.com/skypjack/entt.git
[submodule "libs/guizmo"] [submodule "libs/guizmo"]
path = libs/guizmo path = libs/guizmo
url = https://github.com/CedricGuillemet/ImGuizmo.git url = https://github.com/CedricGuillemet/ImGuizmo.git
ignore = dirty
[submodule "libs/yaml-cpp"] [submodule "libs/yaml-cpp"]
path = libs/yaml-cpp path = libs/yaml-cpp
url = https://git.barink.dev/Nigel/yaml-cpp.git url = https://git.barink.dev/Nigel/yaml-cpp.git
ignore = dirty
[submodule "libs/nativefiledialog"] [submodule "libs/nativefiledialog"]
path = libs/nativefiledialog path = libs/nativefiledialog
url = https://git.barink.dev/Nigel/nativefiledialog.git url = https://git.barink.dev/Nigel/nativefiledialog.git
ignore = dirty
[submodule "libs/mINI"] [submodule "libs/mINI"]
path = libs/mINI path = libs/mINI
url = https://github.com/pulzed/mINI.git url = https://github.com/pulzed/mINI.git
[submodule "libs/imgui-filebrowser"] [submodule "libs/imgui-filebrowser"]
path = libs/imgui-filebrowser path = libs/imgui-filebrowser
url = https://github.com/AirGuanZ/imgui-filebrowser.git url = https://github.com/AirGuanZ/imgui-filebrowser.git
[submodule "libs/googletest"]
path = libs/googletest
url = https://github.com/google/googletest.git

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

1
Editor/.gitignore vendored Normal file
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@ -0,0 +1 @@
**.dll

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

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

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

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

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@ -1,46 +0,0 @@
#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:
};

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@ -1,68 +0,0 @@
#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;
};

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@ -1,148 +0,0 @@
#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;
}

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@ -1,20 +0,0 @@
#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;
};

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

19
Editor/src/EditorCamera.h Normal file
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@ -0,0 +1,19 @@
#pragma once
#include "../../YoggieEngine/src/YoggieEngine.h"
class EditorCamera : public YoggieEngine::Camera {
public:
EditorCamera () : Camera(){
Front = glm::vec3(0.0f, 0.0f, 1.0f);
Right = glm::vec3(-1.0f, 0.0f, 0.0f);
Up = glm::vec3(0.0f, 1.0f, 0.0f);
}
private:
glm::vec3 Front;
glm::vec3 Right;
glm::vec3 Up;
};

517
Editor/src/EditorLayer.h Normal file
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@ -0,0 +1,517 @@
#pragma once
#include <iostream>
#include <mini/ini.h>
#include <nfd.h>
#include <ImGuizmo.h>
#include <memory>
#include "Inspector.h"
#include "Console.h"
#include "IconsMaterialDesign.h"
#include "Project.h"
#include "EditorCamera.h"
using namespace YoggieEngine;
class EditorLayer : public Layer {
public:
EditorLayer() : Layer()
{
Logo.Load("rsc/Yoggie.png");
Selected = YoggieEngine::Entity{ (entt::entity)-1, (scene.get()) };
}
void OnStartup() override {
std::string path = (std::filesystem::current_path()).string();
scene = std::make_unique<Scene>();
project = std::make_unique<Project>();
project.get()->setProjectDirectory(path);
LoadLastOrEmptyProject();
//Console console = Console();
}
void OnUpdate() override {
scene.get()->Update();
renderer.get()->Render(*scene, *camera);
}
void OnUI() override {
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, { ImGui::GetWindowWidth(), 7 });
ImGui::BeginMainMenuBar();
int scaleFactor = 30;
ImGui::Image((ImTextureID)Logo.GetID(), { Logo.getSize().x / scaleFactor , Logo.getSize().y / scaleFactor });
ImGui::PopStyleVar();
if (ImGui::BeginMenu("App")) {
if (ImGui::MenuItem("Load Project"))
{
nfdresult_t result = NFD_OpenDialog({ "yproj" }, NULL, &path);
switch (result) {
case(NFD_OKAY):
//Project::LoadProject(path, project);
//AssetRegistry::setAssetPath(project.GetProjectDirectory());
//AssetRegistry::BuildAssetView();
break;
case(NFD_CANCEL):
break;
case(NFD_ERROR):
spdlog::error("NFD_Error: {0}", NFD_GetError());
break;
}
}
if (ImGui::MenuItem("Save project as...")) {
nfdresult_t result = NFD_SaveDialog({ "yproj" }, NULL, &path);
switch (result) {
case(NFD_OKAY):
spdlog::info("Save as: {0}", path);
//Project::SaveProject(path, project);
break;
case(NFD_CANCEL):
break;
case(NFD_ERROR):
spdlog::error("NFD_Error: {0}", NFD_GetError());
break;
}
}
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Scene")) {
if (ImGui::MenuItem("Save scene"))
{
nfdresult_t result = NFD_SaveDialog({ "yscene" }, NULL, &path);
switch (result) {
case(NFD_OKAY):
//SaveScene(path, scene);
//project.AddScene(scene);
break;
case(NFD_CANCEL):
break;
case(NFD_ERROR):
std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
break;
}
}
if (ImGui::MenuItem("Load scene"))
{
auto result = NFD_OpenDialog({ "yscene" }, NULL, &path);
switch (result) {
case (NFD_OKAY):
//LoadScene(path, scene);
break;
case(NFD_CANCEL):
break;
case(NFD_ERROR):
std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
break;
}
}
if (ImGui::MenuItem("Add Entity"))
{
//scene.AddEntity("New Entity");
}
if (ImGui::MenuItem("Import Model"))
{
auto result = NFD_OpenDialog("obj,fbx,gltf", NULL, &path);
switch (result) {
case(NFD_OKAY):
// Import Model
/*
AssetRegistry::LoadFromSource(
path,
"build/Debug/Assets"//project.get()->GetProjectDirectory() / "Assets"
);
*/
break;
case(NFD_CANCEL):
break;
case(NFD_ERROR):
std::cout << "NFD_Error: " << NFD_GetError() << std::endl;
break;
}
}
if (ImGui::MenuItem("Import MeshAsset (temp)"))
{
auto result = NFD_OpenDialog("mesh", NULL, &path);
switch (result) {
case(NFD_OKAY):
{
}
break;
case(NFD_CANCEL):
spdlog::debug("User cancelled action");
break;
case(NFD_ERROR):
spdlog::warn("Something went wrong!");
break;
}
}
ImGui::EndMenu();
}
ImGui::SameLine(ImGui::GetWindowWidth() / 4 * 3);
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.3f, 0.3f, 0.3f, 1.0f));
ImGui::PushStyleVar(ImGuiStyleVar_FrameRounding, 3.0f);
ImGui::Button(ICON_MD_ROCKET_LAUNCH "Project");
ImGui::SameLine(ImGui::GetWindowWidth() - 120);
ImGui::PopStyleColor(1);
ImGui::PopStyleVar();
ImGui::EndMainMenuBar();
ImGui::Begin("RuntimeControls");
ImGui::BeginGroup();
ImGui::SameLine();
ImGui::Text(ICON_MD_TRANSFORM);
auto spacing = 10;
float buttonWidth = 75.0f;
float buttonHeight = 30;
float ColorIntensity = 0.5f;
float ColorIntensityHovered = 0.75;
float ColorIntensityActive = 0.85;
float yPadding = 6.f;
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2{0, yPadding });
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4{ 0.0f,ColorIntensity ,0.0f ,1.0f });
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4{ 0.0f,ColorIntensityHovered ,0.0f ,1.0f });
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4{ 0.0f,ColorIntensityActive ,0.0f ,1.0f });
ImGui::SameLine(0, spacing);
if (ImGui::Button("Translate", { buttonWidth,buttonHeight }))
activeOperation = ImGuizmo::OPERATION::TRANSLATE;
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2{ 0, yPadding });
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4{ ColorIntensity, 0.0f ,0.0f ,1.0f });
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4{ ColorIntensityHovered, 0.0f ,0.0f ,1.0f });
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4{ ColorIntensityActive, 0.0f ,0.0f ,1.0f });
ImGui::SameLine(0, spacing);
if (ImGui::Button("Rotate", { buttonWidth,buttonHeight }))
activeOperation = ImGuizmo::OPERATION::ROTATE;
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2{ 0, yPadding });
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4{ 0.0f, 0.0f ,ColorIntensity ,1.0f });
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4{ 0.0f, 0.0f ,ColorIntensityHovered ,1.0f });
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4{ 0.0f, 0.0f ,ColorIntensityActive ,1.0f });
ImGui::SameLine(0, spacing);
if (ImGui::Button("Scale", { buttonWidth,buttonHeight }))
activeOperation = ImGuizmo::OPERATION::SCALE;
ImGui::PopStyleColor(9);
ImGui::PopStyleVar(3);
ImGui::EndGroup();
ImGui::SameLine((ImGui::GetWindowContentRegionMax().x / 2) - (90));
auto color = ImVec4{ 0.001 * 12 , 0.001 * 201 , 0.001 * 69, 1.0f };
ImGui::PushStyleColor(ImGuiCol_Button, color);
const float strengthIncrease = 1.5f;
ImGui::PushStyleColor(
ImGuiCol_ButtonHovered,
ImVec4{
color.x * strengthIncrease,
color.y * strengthIncrease,
color.z * strengthIncrease,
color.w
}
);
if (ImGui::Button(ICON_MD_PLAY_ARROW, { 90,25 })) {
// Play game
}
ImGui::PopStyleColor(2);
ImGui::SameLine();
color = ImVec4{ 0.001 * 14, 0.001 * 157, 0.001 * 201, 1.0f };
ImGui::PushStyleColor(ImGuiCol_Button, color);
ImGui::PushStyleColor(
ImGuiCol_ButtonHovered,
ImVec4{
color.x * strengthIncrease,
color.y * strengthIncrease,
color.z * strengthIncrease,
color.w
}
);
if (ImGui::Button(ICON_MD_ELECTRIC_BOLT, { 90,25 })) {
// Simulate physics
}
ImGui::PopStyleColor(2);
ImGui::End();
unsigned int viewportWindowFlags = ImGuiWindowFlags_NoTitleBar
| ImGuiWindowFlags_NoDecoration
| ImGuiWindowFlags_NoScrollbar
| ImGuiWindowFlags_NoMove
| ImGuiWindowFlags_NoCollapse;
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2{ 0,0 });
ImGui::Begin("SceneView",nullptr,viewportWindowFlags);
// spdlog::info("{0}x{1}", ImGui::GetWindowWidth(), ImGui::GetWindowHeight());
SceneisFocused = ImGui::IsWindowFocused() || ImGui::IsWindowHovered();
ImGui::Image((ImTextureID)(intptr_t)renderer.get()->getCurrentFrameBuffer().GetColourAttachment(),
ImVec2{(float)ImGui::GetWindowWidth(),(float)ImGui::GetWindowHeight()});
//ImGuizmo::ViewManipulate(glm::value_ptr(cameraView), 1, ImGui::GetWindowPos(), { 90,90 }, 0x22CCCCCCC);
if(Selected.isValid()){
ImGuizmo::SetOrthographic(false);
ImGuizmo::SetDrawlist();
ImGuizmo::SetRect(ImGui::GetWindowPos().x, ImGui::GetWindowPos().y, ImGui::GetWindowWidth(), ImGui::GetWindowHeight());
const auto& ProjMatrix = camera->getProjection(ImGui::GetWindowWidth(), ImGui::GetWindowHeight());
const glm::mat4& viewMatrix = glm::inverse(camera->getTransform());
auto& tc = Selected.GetComponent<YoggieEngine::TransformComponent>();
auto transform = tc.GetTransform();
ImGuizmo::Manipulate(
glm::value_ptr(viewMatrix),
glm::value_ptr(ProjMatrix),
activeOperation, ImGuizmo::LOCAL, glm::value_ptr(transform));
if (ImGuizmo::IsUsing())
{
tc.Decompose(transform);
}
}
ImGui::End();
ImGui::PopStyleVar();
ImGui::Begin("EditorCamera");
ImGui::SliderFloat3("position", glm::value_ptr(camera->Position), -50, 50);
ImGui::End();
ImGui::Begin(ICON_MD_MENU "SceneExplorer",nullptr);
scene.get()->getReg().each([&](entt::entity enttNumber) {
YoggieEngine::Entity entity = YoggieEngine::Entity(enttNumber, &*scene.get());
auto id = entity.GetComponent<YoggieEngine::IdentifierComponent>();
if (ImGui::Selectable(id.name.c_str(), entity == Selected)) {
Selected = YoggieEngine::Entity(enttNumber, &*scene);
}
});
ImGui::End();
{
ImGui::Begin("Asset", nullptr);
const char* hidden_extensions[]{
".exe",
".pdb",
".idb",
".dll",
".ini"
};
std::vector <Asset> files = std::vector<Asset>();
int iconSize = 60;
int maxColumns = 3;
YoggieEngine::Texture folderIcon;
YoggieEngine::Texture assetIcon;
//assetIcon = YoggieEngine::Texture("rsc/AssetIcon.png");
ImGui::DragInt("IconSize", &iconSize, 1, 30, 90);
ImGui::DragInt("Max. Columns", &maxColumns, 1, 1, 6);
if (ImGui::BeginTable("##Resources", 3)) {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.f, 0.f, 0.f, 0.f));
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4(0.f, 0.f, 0.f, 0.f));
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4(1.f, 1.f, 1.f, 0.2f));
int row = 0;
int column = 0;
for (auto& asset : files) {
if (column % 3 == 0) {
ImGui::TableNextRow();
column = 0;
row++;
}
ImGui::TableSetColumnIndex(column);
ImGui::ImageButton(
(ImTextureID)assetIcon.GetID(),
ImVec2{ (float)iconSize, (float)iconSize });
ImGui::Text(asset.Handle.String().c_str(), row);
column++;
}
ImGui::PopStyleColor(3);
ImGui::EndTable();
}
ImGui::End();
}
ImGui::ShowDemoWindow();
//ImGui::ShowMetricsWindow();
}
void OnCreate() override {
spdlog::info(" Layer Create!" );
}
void OnDestroy() override {
spdlog::info( " Layer Destroy!" );
}
bool OnKey(int key, int mode) override {
float movement_speed = 0.10f;
if (SceneisFocused) {
if (key == YOGGIE_KEY_UP)
camera->Rotation.x += movement_speed;
if (key == YOGGIE_KEY_DOWN)
camera->Rotation.x -= movement_speed;
if (key == YOGGIE_KEY_LEFT)
camera->Rotation.y += movement_speed;
if (key == YOGGIE_KEY_RIGHT)
camera->Rotation.y -= movement_speed;
if (key == YOGGIE_KEY_A)
camera->Position += glm::vec3(1.0f, 0.0f, 0.0f) * movement_speed;
if (key == YOGGIE_KEY_S)
camera->Position += glm::vec3(0.0f, 0.0f, -1.0f) * movement_speed;
if (key == YOGGIE_KEY_D)
camera->Position -= glm::vec3(1.0f, 0.0f, 0.0f) * movement_speed;
if (key == GLFW_KEY_W)
camera->Position -= glm::vec3(0.0f, 0.0f, -1.0f) * movement_speed;
}
return true;
}
private:
std::unique_ptr<Inspector> inspector = std::make_unique<Inspector>(Selected);
std::unique_ptr<Renderer> renderer = std::make_unique<Renderer>();
std::unique_ptr<EditorCamera> camera = std::make_unique<EditorCamera>();
std::unique_ptr<Project> project;
std::unique_ptr<Scene> scene;
Texture Logo;
bool SimulatePhysics = true;
bool SceneisFocused = false;
YoggieEngine::Entity Selected;
ImGuizmo::OPERATION activeOperation = ImGuizmo::OPERATION::TRANSLATE;
char* path = nullptr;
void LoadLastOrEmptyProject() {
// Check if there is a last known loaded project and
// load that one .
// 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.");
}
}
};

View File

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

File diff suppressed because it is too large Load Diff

197
Editor/src/Inspector.cpp Normal file
View File

@ -0,0 +1,197 @@
#include "Inspector.h"
#include "TransformVec3.h"
#include "IconsMaterialDesign.h"
void Inspector::Draw()
{
if (selected.isValid()) {
AddComponentDropDown();
ShowComponents();
}
}
void AddComponent(YoggieEngine::Entity selected , int i) {
switch (i) {
case 0:
selected.AddComponent<YoggieEngine::ScriptComponent>();
break;
case 1:
selected.AddComponent<YoggieEngine::CameraComponent>();
break;
case 2:
selected.AddComponent<YoggieEngine::LightComponent>();
break;
case 3:
selected.AddComponent<YoggieEngine::Render3DComponent>();
default:
break;
}
}
void Inspector::AddComponentDropDown()
{
static char* names[] = { "Script Component", "Camera Component", "Light Component", "Render3D"};
if (ImGui::Button("Add Component"))
ImGui::OpenPopup("Component picker");
ImGui::SameLine();
if (ImGui::BeginPopup("Component picker")) {
for (int i = 0; i < IM_ARRAYSIZE(names); i++) {
if (ImGui::MenuItem(names[i]))
AddComponent(selected, i);
}
ImGui::EndPopup();
}
ImGui::NewLine();
}
void Inspector::ShowComponents()
{
auto component = selected.GetComponent<YoggieEngine::IdentifierComponent>();
ImGui::InputText("Name:", (char*)component.name.c_str(), component.name.size() * sizeof(char), ImGuiInputTextFlags_ReadOnly);
if (selected.HasComponent<YoggieEngine::TransformComponent>()) {
auto& transform = selected.GetComponent<YoggieEngine::TransformComponent>();
if (ImGui::CollapsingHeader("Transform", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::PushStyleColor(ImGuiCol_Button, ImVec4{ 1.0, 1.0f, 1.0f, 0.0f });
ImGui::PushStyleColor(ImGuiCol_ButtonHovered, ImVec4{ 1.0, 1.0f, 1.0f, 0.0f });
ImGui::PushStyleColor(ImGuiCol_ButtonActive, ImVec4{ 1.0, 1.0f, 1.0f, 0.0f });
ImGui::SetCursorPosX(ImGui::GetContentRegionMax().x - 20);
ImGui::Button(ICON_MD_SETTINGS, { 20,20 });
ImGui::OpenPopupOnItemClick("##myContext", ImGuiPopupFlags_MouseButtonRight);
if (ImGui::BeginPopupContextWindow("##myContext")) {
if (ImGui::MenuItem("Reset")) {
spdlog::info("Reset component");
}
if (ImGui::MenuItem("Copy Component")) {
spdlog::info("Copy component");
}
ImGui::EndPopup();
}
ImGui::PopStyleColor(3);
/*
ImGui::DragFloat3("Position", glm::value_ptr(transform.Position), 0.1f);
ImGui::DragFloat3("Rotation", glm::value_ptr(transform.Rotation), 0.1f);
ImGui::DragFloat3("Scale", glm::value_ptr(transform.Scale), 0.1f, 0.0f);
*/
auto something = glm::value_ptr(transform.Position);
ImGuiExtension::TransformVec3("Position", transform.Position);
ImGuiExtension::TransformVec3("Rotation", transform.Rotation);
ImGuiExtension::TransformVec3("Scale", transform.Scale);
}
if (selected.HasComponent<YoggieEngine::RelationComponent>()) {
ImGui::Text("Has relation");
}
}
if (selected.HasComponent<YoggieEngine::Render3DComponent>()) {
auto& render3d = selected.GetComponent<YoggieEngine::Render3DComponent>();
const char* AssetNames[]{ "Asset1" , "Asset2" };
if (ImGui::CollapsingHeader("Render3D", ImGuiTreeNodeFlags_DefaultOpen)) {
if (ImGui::Button("Select Renderable Asset"))
ImGui::OpenPopup("Renderable_list_popup");
ImGui::SameLine();
ImGui::TextUnformatted(render3d.mesh.elements.empty() ? "<None>" : "ASSET_GUID_OR_ID");
if (ImGui::BeginPopup("Renderable_list_popup")) {
ImGui::Text("None");
ImGui::Separator();
for (int i = 0; i < IM_ARRAYSIZE(AssetNames); i++) {
if(ImGui::Selectable(AssetNames[i]))
{ }
}
ImGui::EndPopup();
}
ImGui::ColorEdit3("Colour", glm::value_ptr(render3d.color));
ImGui::Checkbox("Use static rendering:", &render3d.isStatic);
}
}
static bool deferred = true;
if (selected.HasComponent<YoggieEngine::LightComponent>()) {
auto& light = selected.GetComponent<YoggieEngine::LightComponent>();
if (ImGui::CollapsingHeader("Light", ImGuiTreeNodeFlags_DefaultOpen)) {
ImGui::ColorEdit3("Colour", glm::value_ptr(light.Color));
ImGui::Checkbox("Deferred", &deferred);
}
}
if (selected.HasComponent <YoggieEngine::CameraComponent>()) {
auto& camera = selected.GetComponent<YoggieEngine::CameraComponent>();
if (ImGui::CollapsingHeader("Camera")) {
ImGui::DragFloat3("Position:", glm::value_ptr(camera.Position), 0.01f);
ImGui::DragFloat3("Rotation:", glm::value_ptr(camera.Rotation), 0.01f);
}
}
if (selected.HasComponent<YoggieEngine::RigidBody>()) {
auto& rigibody = selected.GetComponent<YoggieEngine::RigidBody>();
if (ImGui::CollapsingHeader("RigidBody")) {
}
}
if (selected.HasComponent<YoggieEngine::ScriptComponent>()) {
const char* AssetNames[]{ "Script 1" , "Script 2" };
if (ImGui::CollapsingHeader("Script", ImGuiTreeNodeFlags_Leaf)) {
if (ImGui::Button("Select Renderable Asset"))
ImGui::OpenPopup("Scripts_list_popup");
if (ImGui::BeginPopup("Scripts_list_popup")) {
ImGui::Text("None");
ImGui::Separator();
for (int i = 0; i < IM_ARRAYSIZE(AssetNames); i++) {
if (ImGui::Selectable(AssetNames[i]))
{
}
}
ImGui::EndPopup();
}
ImGui::SameLine();
std::string scriptAssetId = "<Random_GUID>";
ImGui::InputText("asset", scriptAssetId.data(), scriptAssetId.length(), ImGuiInputTextFlags_ReadOnly | ImGuiInputTextFlags_AutoSelectAll);
}
}
}
void ComponentView(const std::string& componentName, voidFunction func)
{
ImGuiWindowFlags_ window_flags = ImGuiWindowFlags_None;
ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f);
ImGui::BeginChild(componentName.c_str());
func();
ImGui::EndChild();
ImGui::PopStyleVar();
}

View File

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

View File

@ -1,194 +0,0 @@
#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();
}

View File

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

View File

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

View File

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

View File

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

View File

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

View File

@ -1,48 +0,0 @@
#include "Settings.h"
void Settings::Draw() {
ImGui::LabelText("##title-settings", "Fine grain control over the engine!");
if (ImGui::BeginCombo("Graphics API", GraphicsAPI[selectedGfxAPI])) {
for (int i = 0; i < 3; i++) {
bool isSelected = i == selectedGfxAPI;
if (ImGui::Selectable(GraphicsAPI[i], isSelected)) {
selectedGfxAPI = i;
}
if (isSelected)
ImGui::SetItemDefaultFocus();
}
ImGui::EndCombo();
}
ImGui::NewLine();
if (ImGui::BeginCombo("Physics Engine", PhysicsEngine[selectedPhysicsEngine])) {
for (int i = 0; i < 2; i++) {
bool isSelected = i == selectedPhysicsEngine;
if (ImGui::Selectable(PhysicsEngine[i], isSelected)) {
selectedGfxAPI = i;
}
if (isSelected)
ImGui::SetItemDefaultFocus();
}
ImGui::EndCombo();
}
ImGui::InputFloat3("Gravity", glm::value_ptr(Gravity));
ImGui::NewLine();
if (ImGui::Button("Show Advanced options ")) {
ShowAdvancedOptions = !ShowAdvancedOptions;
}
if (ShowAdvancedOptions)
{
ImGui::Checkbox("Debug Engine", &DebugEngine);
}
}

View File

@ -1,30 +0,0 @@
#pragma once
#include "../../YoggieEngine/src/YoggieEngine.h"
#include "../EditorWindow.h"
class Settings : public EditorWindow {
public:
Settings() : EditorWindow("Settings") {}
void Draw() override;
private:
int selectedGfxAPI = 0;
int selectedPhysicsEngine = 0;
glm::vec3 Gravity = glm::vec3(0.0f, -9.81f, 0.0f);
bool ShowAdvancedOptions = false;
bool DebugEngine = false;
const char* PhysicsEngine[2] = {
"PhysX",
"Jolt Physics"
};
const char* GraphicsAPI[3] = {
"OpenGL",
"Vulkan",
"Metal (Apple)"
};
};

View File

@ -1,107 +0,0 @@
#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();
}

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

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

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

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

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

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@ -1,55 +0,0 @@
#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;
}
}

View File

@ -1,24 +0,0 @@
#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;
};

View File

@ -1,19 +1,6 @@
#include "../../YoggieEngine/src/EntryPoint.h" #include "EditorLayer.h"
#include <mini/ini.h> #include "EntryPoint.h"
#include <glm/glm.hpp> #include <stack>
#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; using namespace YoggieEngine;
@ -21,172 +8,10 @@ class Editor : public Application {
public: public:
Editor() : Application("Editor") {} Editor() : Application("Editor") {}
void Run() override void Run() override {
{ PushLayer(new EditorLayer());
std::string path = (std::filesystem::current_path()).string(); Application::Run();
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() { YoggieEngine::Application *CreateApplication() { return new Editor(); }
return new Editor();
}

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

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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")

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

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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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@ -1,7 +1,6 @@
#pragma once #pragma once
#include "YoggieEngine.h"
#include "imgui.h" #include "imgui.h"
#include "../../YoggieEngine/src/BarinkEngine.h"
#include "../../YoggieEngine/src/Graphics/Memory/Framebuffer.h"
void CameraTool(); void CameraTool();
void ScriptingTool(char *code); void ScriptingTool(char *code);

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@ -1,15 +1,9 @@
#include <imgui.h>
#include "GUI.h" #include "GUI.h"
#include "Util.h" #include "Util.h"
#include <entt/entt.hpp> #include <entt/entt.hpp>
#include <imgui.h>
#include "../../YoggieEngine/src/BarinkEngine.h" #include "YoggieEngine.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 * Define globals
@ -31,14 +25,13 @@ void Start() {
object = importer.Import("build/Debug/Models/Cube.obj"); object = importer.Import("build/Debug/Models/Cube.obj");
renderable = object->renderable; renderable = object->renderable;
// Add Entities to the scene // Add Entities to the scene
cube = scene.AddEntity("cube"); cube = scene.AddEntity("cube");
auto& render3DComponent = cube.AddComponent<BarinkEngine::Render3DComponent>(); auto &render3DComponent =
cube.AddComponent<BarinkEngine::Render3DComponent>();
render3DComponent.mesh = *renderable->mesh; render3DComponent.mesh = *renderable->mesh;
cube.GetComponent<BarinkEngine::TransformComponent>() cube.GetComponent<BarinkEngine::TransformComponent>().transform =
.transform = glm::rotate(glm::mat4(1.0f), 32.0f, glm::vec3(0.5f,1.0f,0.0f)); glm::rotate(glm::mat4(1.0f), 32.0f, glm::vec3(0.5f, 1.0f, 0.0f));
// Create a second cube // Create a second cube
@ -47,32 +40,28 @@ void Start() {
cube2Render.mesh = *renderable->mesh; cube2Render.mesh = *renderable->mesh;
cube2Render.color = glm::vec3(0.0f, 1.0f, 0.0f); cube2Render.color = glm::vec3(0.0f, 1.0f, 0.0f);
auto &cube2Trans = cube2.GetComponent<BarinkEngine::TransformComponent>(); auto &cube2Trans = cube2.GetComponent<BarinkEngine::TransformComponent>();
cube2Trans.transform = glm::translate( glm::mat4(1.0f), glm::vec3(1.0f,0.0f, 5.0f)); cube2Trans.transform =
glm::translate(glm::mat4(1.0f), glm::vec3(1.0f, 0.0f, 5.0f));
// Create a light // Create a light
auto AmbientLight = scene.AddEntity("AmbientLight"); auto AmbientLight = scene.AddEntity("AmbientLight");
AmbientLight.AddComponent<BarinkEngine::LightComponent>(); AmbientLight.AddComponent<BarinkEngine::LightComponent>();
renderer.Prepare(scene); renderer.Prepare(scene);
} }
/* /*
* Runs every frame * Runs every frame
* - Use to draw Immediate mode graphics (Not meant for HUD's ) * - Use to draw Immediate mode graphics (Not meant for HUD's )
*/ */
void ImmediateGraphicsDraw() void ImmediateGraphicsDraw() {
{
// Show internal BarinkEngine stats // Show internal BarinkEngine stats
EngineInstrumentation::ShowStats(); EngineInstrumentation::ShowStats();
ImGui::Begin("Scene view"); ImGui::Begin("Scene view");
auto group = scene.getReg().view<BarinkEngine::IdentifierComponent>(); auto group = scene.getReg().view<BarinkEngine::IdentifierComponent>();
group.each([](auto entity, BarinkEngine::IdentifierComponent &identifier) { group.each([](auto entity, BarinkEngine::IdentifierComponent &identifier) {
ImGui::Text("%s", identifier.name.c_str()); ImGui::Text("%s", identifier.name.c_str());
}); });
ImGui::End(); ImGui::End();
@ -80,7 +69,6 @@ void ImmediateGraphicsDraw()
ImGui::Begin("Settings"); ImGui::Begin("Settings");
auto &a = cube.GetComponent<BarinkEngine::Render3DComponent>(); auto &a = cube.GetComponent<BarinkEngine::Render3DComponent>();
auto &b = cube.GetComponent<BarinkEngine::TransformComponent>(); auto &b = cube.GetComponent<BarinkEngine::TransformComponent>();
@ -94,30 +82,21 @@ void ImmediateGraphicsDraw()
ImGui::Text("Lighting"); ImGui::Text("Lighting");
ImGui::SliderFloat("Intensity", &light.Strength, 0.0f, 1.0f); ImGui::SliderFloat("Intensity", &light.Strength, 0.0f, 1.0f);
ImGui::SliderFloat3("l-Color", &light.Color[0], 0.0f, 1.0f); ImGui::SliderFloat3("l-Color", &light.Color[0], 0.0f, 1.0f);
}); });
ImGui::End(); ImGui::End();
} }
/* /*
* Runs every frame * Runs every frame
* - Meant for game logic ( non-physics related) * - Meant for game logic ( non-physics related)
*/ */
void Update() void Update() {}
{
}
void Render() void Render() { renderer.Render(scene); }
{
renderer.Render(scene);
}
/* /*
* Runs at the end of the program * Runs at the end of the program
* - Meant for cleanup * - Meant for cleanup
*/ */
void Stop() void Stop() {}
{
}

View File

@ -1,5 +1,5 @@
#pragma once #pragma once
#include "../../YoggieEngine/src/BarinkEngine.h" #include "YoggieEngine.h"
// void PrintSceneTree(Node& node, int depth); // void PrintSceneTree(Node& node, int depth);

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

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@ -1,83 +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/pxshared/include",
"../libs/physx/physx/include",
"../libs/lua/include",
"../libs/GorillaAudio/include",
"../libs/steam-audio/include",
"../libs/ImGui",
}
links {
-- This needs to fall under the filter as the names can differ on different platforms
"phonon",
"lua54",
"spdlog",
"assimp-vc143-mtd",
"glfw3",
"ImGui",
"PhysX_64",
"PhysXCooking_64",
"PhysXCommon_64",
"PhysXFoundation_64",
"PhysXPvdSDK_static_64",
"PhysXExtensions_static_64"
}
libdirs {
"../libs/steam-audio/lib/windows-x64",
"../libs/lua",
"../libs/spdlog/build/Release",
"../libs/assimp/lib/Debug",
"../libs/glfw/build/src/Debug",
"../libs/physx/physx/bin/win.x86_64.vc142.md/debug"
}
files {
"./src/**.cpp",
"./src/**.h"
}
prebuildcommands
{
ok,err = os.copyfile("YoggieEngine/src/Graphics/shaders/*" ,"SandboxApp/build/Debug/")
}
postbuildcommands
{
ok,err = os.copyfile("YoggieEngine/build/Debug/intermediates/YoggieEngine.pch", "YoggieEngine/build/Debug/YoggieEngine.pch")
}

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@ -4,13 +4,15 @@
#include <backends/imgui_impl_opengl3.h> #include <backends/imgui_impl_opengl3.h>
#include <backends/imgui_impl_glfw.h> #include <backends/imgui_impl_glfw.h>
#include "../../libs/guizmo/ImGuizmo.h" #include "../../libs/guizmo/ImGuizmo.h"
#include "../../Editor/src/IconsMaterialDesign.h"
namespace YoggieEngine { namespace YoggieEngine {
Application::Application(const std::string& name) Application::Application(const std::string& name)
: m_AppName(name), appWindow(1200, 700) : m_AppName(name)
{ {
appWindow = CreateNativeWindow(1200, 700, m_AppName.c_str());
// Initialize engine should possibly happen here // Initialize engine should possibly happen here
EngineInstrumentation::PerfomanceSamplerInit(); EngineInstrumentation::PerfomanceSamplerInit();
@ -21,32 +23,94 @@ namespace YoggieEngine {
io.ConfigFlags |= ImGuiConfigFlags_::ImGuiConfigFlags_ViewportsEnable; io.ConfigFlags |= ImGuiConfigFlags_::ImGuiConfigFlags_ViewportsEnable;
io.ConfigFlags |= ImGuiConfigFlags_::ImGuiConfigFlags_DockingEnable; io.ConfigFlags |= ImGuiConfigFlags_::ImGuiConfigFlags_DockingEnable;
io.Fonts->AddFontFromFileTTF("build/Debug/Fonts/Roboto-Regular.ttf", 18); io.Fonts->AddFontFromFileTTF("build/Debug/Fonts/Roboto-Regular.ttf", 18);
ImFontConfig config;
config.MergeMode = true;
config.GlyphMinAdvanceX = 18.0f;
static const ImWchar icon_ranges[] = { ICON_MIN_MD , ICON_MAX_MD, 0 };
io.Fonts->AddFontFromFileTTF("build/Debug/Fonts/MaterialIcons-Regular.ttf", 24, &config, icon_ranges);
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
/*
ImGuiStyle* style = &ImGui::GetStyle();
ImVec4* colors = style->Colors;
ImGui_ImplGlfw_InitForOpenGL(appWindow.GetGLFWHandle(), true); colors[ImGuiCol_TitleBg] = ImVec4(0.72f, 0.24f, 0.87f, 1.00f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.72f, 0.24f, 0.87f, 1.00f);
colors[ImGuiCol_Tab] = ImVec4(0.53f, 0.09f, 0.67f, 1.00f);
*/
ImGui_ImplGlfw_InitForOpenGL((GLFWwindow*)appWindow->GetHandle(), true);
ImGui_ImplOpenGL3_Init("#version 450"); ImGui_ImplOpenGL3_Init("#version 450");
ImGuizmo::SetImGuiContext(ImGui::GetCurrentContext()); ImGuizmo::SetImGuiContext(ImGui::GetCurrentContext());
ImGuizmo::SetOrthographic(true); //ImGuizmo::SetOrthographic(true);
init_inputSystem(&appWindow); //init_inputSystem(appWindow);
glfwSetWindowUserPointer((GLFWwindow*)this->appWindow->GetHandle(), this);
glfwSetKeyCallback((GLFWwindow*)this->appWindow->GetHandle(), HandleKey);
} }
void Application::HandleKey(GLFWwindow* window, int key, int scancode, int action, int mods) {
auto app = (Application*)glfwGetWindowUserPointer(window);
for (auto i = app->AppLayerstack.begin(); i < app->AppLayerstack.end(); i++) {
if ((*i)->OnKey(key, action)) {
break;
}
}
}
void Application::Run() { void Application::Run() {
std::cout << "No run function implemented!";
for (auto i = AppLayerstack.begin(); i < AppLayerstack.end(); i++) {
(*i)->OnStartup();
}
double previous = glfwGetTime();
double lag = 0.0;
while (!appWindow->WindowShouldClose()) {
PollEvents();
double now = glfwGetTime();
double elapsed = now - previous;
previous = now;
lag += elapsed;
for (auto i = AppLayerstack.begin(); i < AppLayerstack.end(); i++) {
(*i)->OnUpdate();
}
GuiBegin();
for (auto i = AppLayerstack.begin(); i < AppLayerstack.end(); i++) {
(*i)->OnUI();
}
GuiEnd();
SwapBuffers();
}
for (auto i = AppLayerstack.begin(); i < AppLayerstack.end(); i++) {
(*i)->OnDestroy();
}
} }
void Application::PollEvents() { void Application::PollEvents() {
appWindow.Poll(); appWindow->Poll();
} }
void Application::SwapBuffers() void Application::SwapBuffers()
{ {
appWindow.SwapBuffers(); appWindow->SwapBuffers();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
} }
@ -57,9 +121,12 @@ namespace YoggieEngine {
ImGui::NewFrame(); ImGui::NewFrame();
ImGuizmo::BeginFrame(); ImGuizmo::BeginFrame();
ImGui::DockSpaceOverViewport(ImGui::GetMainViewport()); ImGui::DockSpaceOverViewport(ImGui::GetMainViewport());
} }
void Application::GuiEnd() { void Application::GuiEnd() {
ImGui::EndFrame(); ImGui::EndFrame();
@ -76,10 +143,19 @@ namespace YoggieEngine {
} }
} }
void Application::PushLayer(Layer* layer)
{
AppLayerstack.PushLayer(layer);
layer->OnAttach();
}
Application::~Application() { Application::~Application() {
ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown(); ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext(); ImGui::DestroyContext();
delete appWindow;
} }
} }

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@ -1,5 +1,6 @@
#pragma once #pragma once
#include "YoggieEngine.h" #include "YoggieEngine.h"
#include "LayerStack.h"
namespace YoggieEngine { namespace YoggieEngine {
@ -17,11 +18,21 @@ namespace YoggieEngine {
void GuiBegin(); void GuiBegin();
void GuiEnd(); void GuiEnd();
void PushLayer(Layer* layer);
static Application& Get() { return *Application::instance; }
static void HandleKey(GLFWwindow* window, int key, int scancode, int action, int mods);
static void HandleMouseButton(GLFWwindow* window, int button, int action, int mods);
static void HandleScroll(GLFWwindow* window, double xoffset, double yoffset);
protected: protected:
std::string m_AppName; std::string m_AppName;
NativeWindow appWindow; NativeWindow* appWindow;
friend class ApplicationRuntime;
LayerStack AppLayerstack;
Layer* guiLayer;
static Application* instance ;
friend class ImGuiLayer;
}; };
}; };

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@ -1,102 +0,0 @@
#include <YoggieEngine.h>
#include "ModelImporter.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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@ -1,29 +0,0 @@
#pragma once
#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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@ -0,0 +1,22 @@
#pragma once
#include "uuid.h"
typedef uuid::v4::UUID AssetHandle;
enum class AssetType {
Unknown = -1,
Mesh,
Texture,
Material,
Shader
};
struct Asset {
AssetHandle Handle;
template<class T >
static AssetType GetType(T t) { return t.GetType(); }
virtual AssetType GetType() { return AssetType::Unknown; }
};

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@ -0,0 +1,143 @@
#include <YoggieEngine.h>
#include "AssetImporter.h"
#include <assimp/Importer.hpp>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
namespace YoggieEngine {
void ProcessVertices(aiMesh* mesh, std::vector<YoggieEngine::Vertex>& out_vertices) {
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
YoggieEngine::Vertex v{};
glm::vec3 vector{};
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
v.vertices = vector;
if (mesh->mTextureCoords[0]) {
glm::vec2 texCoord{};
texCoord.x = mesh->mTextureCoords[0][i].x;
texCoord.y = mesh->mTextureCoords[0][i].y;
v.uv = texCoord;
}
out_vertices.push_back(v);
}
}
void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices) {
for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
aiFace face = mesh->mFaces[i];
if (face.mNumIndices < 3)
continue;
for (unsigned int j = 0; j < face.mNumIndices; j++) {
out_indices.push_back(face.mIndices[j]);
}
}
}
YoggieEngine::Mesh processMesh(aiMesh* mesh, const aiScene* scene) {
std::vector<unsigned int> indices;
std::vector<YoggieEngine::Vertex> vertices;
ProcessVertices(mesh, vertices);
ProcessIndices(mesh, indices);
YoggieEngine::Mesh result;
result.vertices = vertices;
result.elements = indices;
return result;
}
std::vector<YoggieEngine::Mesh> processNode(aiNode* node, const aiScene* scene) {
std::vector<YoggieEngine::Mesh> meshes = std::vector<YoggieEngine::Mesh>();
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene));
}
for (unsigned int i = 0; i < node->mNumChildren; i++) {
auto m2 = processNode(node->mChildren[i], scene);
for (auto m : m2) {
meshes.push_back(m);
}
}
return meshes;
}
void LoadModelFile(std::filesystem::path path) {
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path.string(), aiProcess_Triangulate | aiProcess_FlipUVs);
aiNode* currentNode = scene->mRootNode;
auto meshes = processNode(currentNode, scene);
}
bool IsSupportedImageFormat(const std::string& extension) {
static std::vector<std::string> supported_image_extensions = { "jpeg", "jpg", "png","bmp","hdr","psd","tga","gif","pic","psd","pgm","ppm" };
for (auto support_extension : supported_image_extensions) {
if (extension == support_extension)
return true;
}
return false;
}
Asset AssetImporter::ImportAsset(AssetMetadata& metadata) {
static Asset emptyAsset;
// Check file extension so we can choose our loader
if (metadata.filepath.has_extension() == true)
{
spdlog::error("Asset file has no extension!");
}
const auto extension = metadata.filepath.extension().string();
// Handle as Model file
bool IsSupportedModelFile = importer.IsExtensionSupported(extension);
if (IsSupportedModelFile) {
LoadModelFile(metadata.filepath);
return emptyAsset;
}
// Handle as Texture
if (IsSupportedImageFormat(extension))
{
Texture texture;
texture.Load(metadata.filepath.string());
return texture;
}
// Handle as shader
if (extension == "glsl" || extension == "vert" || extension == "frag") {
//Shader shader;
//shader.
return emptyAsset;
}
return emptyAsset;
}
};

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@ -0,0 +1,12 @@
#pragma once
#include "AssetMetadata.h"
#include <assimp/Importer.hpp>
namespace YoggieEngine{
class AssetImporter {
public:
static Asset ImportAsset(AssetMetadata& metadata);
private:
static Assimp::Importer importer;
};
}

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@ -0,0 +1,16 @@
#pragma once
#include <map>
#include "AssetMetaData.h"
typedef std::map<AssetHandle, AssetMetadata> AssetRegistry;
class AssetManager {
public:
virtual Asset& GetAsset(AssetHandle handle) = 0;
protected:
AssetRegistry Assets;
std::map<AssetHandle, Asset> LoadedAssets;
};

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@ -0,0 +1,41 @@
#include "YoggieEngine.h"
#include "AssetManagerEditor.h"
#include "AssetImporter.h"
using namespace YoggieEngine;
Asset& AssetManagerEditor::GetAsset(AssetHandle handle)
{
static Asset EmptyAsset{};
// 1. Check if handle is valid
if (IsAssetHandleValid(handle) == false)
return EmptyAsset;
// 2. check if asset needs loading
Asset asset;
if (IsAssetLoaded(handle)) {
asset = LoadedAssets.at(handle);
}
else {
// Load asset
// Get MetaData
//auto& metadata = Assets[handle];
// Load Asset
//asset = AssetImporter::ImportAsset(metadata);
}
// 3. return asset.
return asset;
}
bool AssetManagerEditor::IsAssetHandleValid(AssetHandle handle)
{
return Assets.find(handle) != Assets.end();
}
bool AssetManagerEditor::IsAssetLoaded(AssetHandle handle ) {
return LoadedAssets.find(handle) != LoadedAssets.end();
}

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@ -0,0 +1,11 @@
#pragma once
#include "AssetManager.h"
class AssetManagerEditor : public AssetManager {
public:
Asset& GetAsset(AssetHandle handle) override;
private:
bool IsAssetHandleValid(AssetHandle handle);
bool IsAssetLoaded(AssetHandle handle);
};

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

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@ -0,0 +1,72 @@
/*
*
* SOURCE: https://github.com/rkg82/uuid-v4/blob/main/uuid/v4/uuid.h
*
*/
#ifndef __UUID__
#define __UUID__
#include <random>
#include <string>
namespace uuid::v4
{
// Encaasulate the genaeration of a Version 4 UUID object
// A Version 4 UUID is a universally unique identifier that is generated using random numbers.
class UUID
{
public:
UUID() {}
// I need a better UUID class that will work as a key in std::map
// because this won't properly work
bool operator() (const UUID& lhs, const UUID& rhs) const {
return 1==1;
}
bool operator< (const UUID& rhs)const {
return false;
}
// method for creating UUID object.
void generate ()
{
std::random_device rd;
std::mt19937 engine{ rd() };
std::uniform_int_distribution<int> dist{ 0, 256 }; //Limits of the interval
for (int index = 0; index < 16; ++index)
{
_data[index] = (unsigned char)dist(engine);
}
_data[6] = ((_data[6] & 0x0f) | 0x40); // Version 4
_data[8] = ((_data[8] & 0x3f) | 0x80); // Variant is 10
}
// Returns UUID as formatted string
std::string String()
{
// Formats to "0065e7d7-418c-4da4-b4d6-b54b6cf7466a"
char buffer[256] = { 0 };
std::snprintf(buffer, 255,
"%02x%02x%02x%02x-%02x%02x-%02x%02x-%02x%02x-%02x%02x%02x%02x%02x%02x",
_data[0], _data[1], _data[2], _data[3],
_data[4], _data[5],
_data[6], _data[7],
_data[8], _data[9],
_data[10], _data[11], _data[12], _data[13], _data[14], _data[15]);
std::string uuid = buffer;
return uuid;
}
private:
unsigned char _data[16] = { 0 };
};
};
#endif // #ifndef __UUID__

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@ -1,12 +0,0 @@
#pragma once
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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@ -1,16 +0,0 @@
#pragma once
namespace YoggieEngine{
class EventEmitter {
public:
void Subscribe(EventListener& subscriber);
void Unsubscribe(EventListener& subscriber);
protected:
std::list<EventListener*> subscribers;
void EmitEvent(Event& incident);
EventEmitter();
};
}

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

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

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@ -0,0 +1,60 @@
#include <YoggieEngine.h>
#include "OpenglAPI.h"
namespace YoggieEngine {
GLenum glCheckError_(const char* file, int line) {
GLenum errorCode;
while ((errorCode = glGetError()) != GL_NO_ERROR) {
std::string error;
switch (errorCode)
{
case GL_INVALID_ENUM: error = "INVALID_ENUM"; break;
case GL_INVALID_VALUE: error = "INVALID_VALUE"; break;
case GL_INVALID_OPERATION: error = "INVALID_OPERATION"; break;
case GL_STACK_OVERFLOW: error = "STACK_OVERFLOW"; break;
case GL_STACK_UNDERFLOW: error = "STACK_UNDERFLOW"; break;
case GL_OUT_OF_MEMORY: error = "OUT_OF_MEMORY"; break;
case GL_INVALID_FRAMEBUFFER_OPERATION: error = "INVALID_FRAMEBUFFER_OPERATION"; break;
};
spdlog::error("{0} | {1} ({2})", error, file, line);
}
return errorCode;
}
#ifdef DEBUG
#define glCheckError() glCheckError_(__FILE__, __LINE__)
#else
#define glCheckError()
#endif
void OpenGLApi::DrawTriangles(Render3DComponent rc) {
glBindVertexArray(rc.VAO);
glCheckError();
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, rc.IBO);
glCheckError();
glDrawElements(GL_TRIANGLES, static_cast<unsigned int> (rc.mesh.elements.size()), GL_UNSIGNED_INT, 0);
glCheckError();
glBindVertexArray(0);
}
void OpenGLApi::DrawCubeMap(unsigned int VertexAttributeObject, CubeMap CubeTexture) {
glDepthMask(GL_FALSE);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_CUBE_MAP, CubeTexture.getID());
//glCheckError(); // INVALID ENUM FOR SOME REASON
glBindVertexArray(VertexAttributeObject);
glDrawArrays(GL_TRIANGLES, 0, 36);
//glCheckError();
glBindVertexArray(0);
glDepthMask(GL_TRUE);
}
}

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

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@ -1,46 +0,0 @@
#include <YoggieEngine.h>
#include "Camera.h"
namespace YoggieEngine {
Camera::Camera(const Camera& other)
: Position(other.Position), Rotation(other.Rotation), Zoom(other.Zoom)
{
}
Camera::Camera(glm::vec3 position, glm::vec3 rotation, float zoom)
: Position(position), Rotation( rotation)
{
Front = glm::vec3(0.0f, 0.0f, 1.0f);
Right = glm::vec3(-1.0f, 0.0f, 0.0f);
Up = glm::vec3(0.0f, 1.0f, 0.0f);
Zoom = zoom;
ProjectionMatrix = glm::perspective(glm::radians(Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
Update();
}
Camera::~Camera() {
}
void Camera::Update() {
glm::vec3 WorldUp = glm::vec3(0.0f, 1.0f, 0.0f);
glm::vec3(direction);
direction.x = cos(glm::radians(yaw)) * cos(glm::radians(pitch));
direction.z = sin(glm::radians(yaw));
direction.y = sin(glm::radians(pitch)) * cos(glm::radians(pitch));
Front = glm::normalize(direction);
Right = glm::normalize(glm::cross(Front, WorldUp));
Up = glm::normalize(glm::cross(Right, Front));
ViewMatrix = glm::lookAt(
Position,
Position + Front,
Up);
}
}

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@ -1,30 +0,0 @@
#pragma once
namespace YoggieEngine {
class Camera {
public:
Camera() = default;
Camera(const Camera& other);
Camera(glm::vec3 position, glm::vec3 rotation, float zoom);
~Camera();
void Update();
float yaw = 180;
float pitch = 0;
float Zoom;
glm::mat4 ViewMatrix;
glm::mat4 ProjectionMatrix;
glm::vec3 Position;
glm::vec3 Rotation;
glm::vec3 Front;
glm::vec3 Right;
glm::vec3 Up;
};
}

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

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@ -1,6 +1,6 @@
#pragma once #pragma once
#include "../Graphics/Memory/Buffer.h" #include "../Graphics/Buffer.h"
#include "../Graphics/Memory/VertexArray.h" #include "../Graphics/VertexArray.h"
namespace YoggieEngine { namespace YoggieEngine {

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

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@ -2,9 +2,13 @@
#include "Renderer.h" #include "Renderer.h"
#include "../Scene/Components.h" #include "../Scene/Components.h"
#include "../Graphics/Memory/Buffer.h" #include "../Graphics/Buffer.h"
#include "../Graphics/Memory/VertexArray.h" #include "../Graphics/VertexArray.h"
#include "../Graphics/Primitives/DrawCommand.h" #include "Framebuffer.h"
#include "../Scene/Components.h"
#include"../Scene/Scene.h"
#include "Camera.h"
#include "OpenglAPI.h"
namespace YoggieEngine { namespace YoggieEngine {
unsigned int quadVAO = 0; unsigned int quadVAO = 0;
@ -65,20 +69,37 @@ float skyboxVertices[]{
1.0f, -1.0f, 1.0f 1.0f, -1.0f, 1.0f
}; };
Renderer::Renderer(RendererConfig& config)
: m_framebuffer(Framebuffer(config.ScreenWidth, config.ScreenHeight)), Renderer::Renderer() :
m_framebuffer(800, 600),
gBufferShader("build/Debug/Shaders/deferred/geometry.vert", "build/Debug/Shaders/deferred/geometry.frag"), gBufferShader("build/Debug/Shaders/deferred/geometry.vert", "build/Debug/Shaders/deferred/geometry.frag"),
lightingPassShader("build/Debug/Shaders/deferred/lightPass.vert", "build/Debug/Shaders/deferred/lightPass.frag"), lightingPassShader("build/Debug/Shaders/deferred/lightPass.vert", "build/Debug/Shaders/deferred/lightPass.frag"),
SkyboxShader("build/Debug/Shaders/Cubemaps/Skybox.vert", "build/Debug/Shaders/Cubemaps/Skybox.frag"), SkyboxShader("build/Debug/Shaders/Cubemaps/Skybox.vert", "build/Debug/Shaders/Cubemaps/Skybox.frag"),
BlendingShader("build/Debug/Shaders/forward/Blending.vert", "build/Debug/Shaders/forward/Blending.frag"), BlendingShader("build/Debug/Shaders/forward/Blending.vert", "build/Debug/Shaders/forward/Blending.frag"),
forwardShader("build/Debug/Shaders/forward/geometry.vert", "build/Debug/Shaders/forward/geometry.frag") forwardShader("build/Debug/Shaders/forward/geometry.vert", "build/Debug/Shaders/forward/geometry.frag"),
postProcessingShader("build/Debug/Shaders/forward/postprocessing.vert", "build/Debug/Shaders/forward/postprocessing.frag")
{ {
width = config.ScreenWidth; width = 800;
height = config.ScreenHeight; height = 600;
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
CreateGBuffer();
std::vector<std::string> faces{
"build/Debug/skybox/Open_Water/right.jpg",
"build/Debug/skybox/Open_Water/left.jpg",
"build/Debug/skybox/Open_Water/top.jpg",
"build/Debug/skybox/Open_Water/bottom.jpg",
"build/Debug/skybox/Open_Water/front.jpg",
"build/Debug/skybox/Open_Water/back.jpg"
};
skybox = CubeMap(faces);
grassTexture.Load("build/Debug/Texture/grass.png");
}
void Renderer::CreateGBuffer() {
// Deferred Rendering // Deferred Rendering
glGenFramebuffers(1, &gBuffer); glGenFramebuffers(1, &gBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer); glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
@ -122,20 +143,28 @@ Renderer::Renderer(RendererConfig& config)
spdlog::critical("Framebuffer not complete {}{}", __FILE__, __LINE__); spdlog::critical("Framebuffer not complete {}{}", __FILE__, __LINE__);
} }
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
std::vector<std::string> faces{ void Renderer::Render(Scene& scene , Camera MainCamera){
"build/Debug/skybox/Open_Water/right.jpg", int oldviewport[4];
"build/Debug/skybox/Open_Water/left.jpg", glGetIntegerv(GL_VIEWPORT, oldviewport);
"build/Debug/skybox/Open_Water/top.jpg", glViewport(0, 0, width, height);
"build/Debug/skybox/Open_Water/bottom.jpg",
"build/Debug/skybox/Open_Water/front.jpg",
"build/Debug/skybox/Open_Water/back.jpg"
};
sky = CubeMap(faces);
// Create a skybox vao glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Render skybox if the scene has one
SkyboxShader.Use();
SkyboxShader.setUniformMat4("projection", MainCamera.getProjection(width, height));
SkyboxShader.setUniformMat4("view", glm::inverse(glm::mat4(glm::mat3(MainCamera.getTransform()))));
if (!skyboxVAO) {
unsigned int VBO; unsigned int VBO;
glGenVertexArrays(1, &skyboxVAO); glGenVertexArrays(1, &skyboxVAO);
glGenBuffers(1, &VBO); glGenBuffers(1, &VBO);
@ -145,32 +174,108 @@ Renderer::Renderer(RendererConfig& config)
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0); glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
#ifdef WINDOW }
grassTexture = Texture("build/Debug/Texture/blending_transparent_window.png", true);
#else OpenGLApi::DrawCubeMap(skyboxVAO, skybox);
grassTexture = Texture("build/Debug/Texture/grass.png", true);
#endif
auto renderables = scene.getReg().view<TransformComponent, Render3DComponent>();
gBufferShader.Use();
for (auto renderable : renderables) {
auto entity = Entity(renderable, &scene);
auto& renderComponent = entity.GetComponent<Render3DComponent>();
auto& transform = entity.GetComponent<TransformComponent>();
// Geometry pass
gBufferShader.setUniformVec3("Color", renderComponent.color);
gBufferShader.setUniformMat4("Model", transform.GetTransform());
gBufferShader.setUniformMat4("View", glm::inverse(MainCamera.getTransform()));
gBufferShader.setUniformMat4("Projection", MainCamera.getProjection(width, height));
OpenGLApi::DrawTriangles(renderComponent);
} }
Renderer::~Renderer(){} // Light pass
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer.GetId());
lightingPassShader.Use();
lightingPassShader.setUniformInt("gPosition", 0);
lightingPassShader.setUniformInt("gNormal", 1);
lightingPassShader.setUniformInt("gColorSpec", 2);
void SubmitVegetationDemo() { glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gPosition);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gNormal);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, gColorSpec);
auto lights = scene.getReg().view<LightComponent, TransformComponent>();
unsigned int lightnr = 0;
for (auto light : lights) {
auto lightComponent = Entity(light, &scene).GetComponent<LightComponent>();
auto transformComponent = Entity(light, &scene).GetComponent<TransformComponent>();
auto name = "lights[" + std::to_string(lightnr) + "]";
lightingPassShader.setUniformVec3(name + ".Position", transformComponent.Position);
lightingPassShader.setUniformVec3(name + ".Color", lightComponent.Color);
const float linear = 0.7f;
const float quadratic = 1.8f;
lightingPassShader.setUniformFloat(name + ".Linear", linear);
lightingPassShader.setUniformFloat(name + ".Quadratic", quadratic);
lightnr++;
}
if (quadVAO == 0)
{
float quadVertices[] = {
-1.0f, 1.0f, 0.0f, 0.0f, -1.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, -1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
};
unsigned int quadVBO;
// setup plane VAO ;
glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
}
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
// Copy GBuffer
glBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer);
glBindFramebuffer(GL_DRAW_BUFFER, m_framebuffer.GetId());
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
if (transparentVAO == 0) { if (transparentVAO == 0) {
unsigned int transparentVBO;
float transparentVertices[] = { float transparentVertices[] = {
// positions // texture Coords (swapped y coordinates because texture is flipped upside down) // positions // texture Coords
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f,
0.0f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f, -0.5f, 0.0f, 0.0f, 0.0f,
1.0f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, -0.5f, 0.0f, 1.0f, 0.0f,
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.0f, 1.0f,
1.0f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, -0.5f, 0.0f, 1.0f, 0.0f,
1.0f, 0.5f, 0.0f, 1.0f, 0.0f 1.0f, 0.5f, 0.0f, 1.0f, 1.0f
}; };
glGenVertexArrays(1, &transparentVAO); glGenVertexArrays(1, &transparentVAO);
@ -186,247 +291,43 @@ void SubmitVegetationDemo() {
} }
}
void Renderer::Submit( Render3DComponent& renderComponent, TransformComponent& transform) {
if (renderComponent.VAO == 0 || renderComponent.IBO == 0)
{
if (renderComponent.VAO != 0)
glDeleteVertexArrays(1, &(renderComponent.VAO));
if (renderComponent.IBO != 0)
glDeleteBuffers(1, &(renderComponent.IBO));
VertexArray va = VertexArray();
Buffer vertexBuffer = Buffer();
Buffer elementBuffer = Buffer();
va.Create();
va.Bind();
vertexBuffer.createBuffer();
vertexBuffer.Bind(false);
vertexBuffer.setBufferData((void*)&renderComponent.mesh.vertices[0], renderComponent.mesh.vertices.size() * sizeof(Vertex), false);
elementBuffer.createBuffer();
elementBuffer.Bind(true);
elementBuffer.setBufferData((void*)&renderComponent.mesh.elements[0], renderComponent.mesh.elements.size() * sizeof(unsigned int), true);
va.AttachAttribute(0, 3, sizeof(Vertex));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)0);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
va.Unbind();
vertexBuffer.Unbind(false);
elementBuffer.Unbind(true);
renderComponent.VAO = va.getID();
renderComponent.IBO = elementBuffer.getBufferID();
}
DrawCommand dc = { renderComponent.isStatic , renderComponent.VAO, renderComponent.mesh.elements.size(), renderComponent.IBO, transform, renderComponent.color };
commands.push_back(dc);
}
void Renderer::GeometryPass() {
// 1.0 Geometry pass
gBufferShader.Use();
for (const DrawCommand& command : commands)
{
if (command.isDynamic == true)
continue;
glBindVertexArray(command.VAO_identifier);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, command.IBO_identifier);
gBufferShader.setUniformVec3("Color", command.color);
gBufferShader.setUniformMat4("Model", command.transform.LocalTransform);
gBufferShader.setUniformMat4("View", MainCamera.ViewMatrix);
gBufferShader.setUniformMat4("Projection", MainCamera.ProjectionMatrix);
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(command.num_elements),
GL_UNSIGNED_INT, NULL);
glBindVertexArray(0);
}
}
void Renderer::SkyboxPass() {
// Render skybox
glDepthMask(GL_FALSE);
SkyboxShader.Use();
SkyboxShader.setUniformMat4("projection", MainCamera.ProjectionMatrix);
SkyboxShader.setUniformMat4("view", glm::mat4(glm::mat3(MainCamera.ViewMatrix))); // remove rotation from the view matrix
glBindVertexArray(skyboxVAO);
glBindTexture(GL_TEXTURE_CUBE_MAP, sky.getID());
glDrawArrays(GL_TRIANGLES, 0, 36);
glBindVertexArray(0);
glDepthMask(GL_TRUE);
}
void Renderer::lightingPass(Scene& scene){
// 2.0 Lighting Pass
// configure shader
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer.GetId());
lightingPassShader.Use();
lightingPassShader.setUniformInt("gPosition", 0);
lightingPassShader.setUniformInt("gNormal", 1);
lightingPassShader.setUniformInt("gColorSpec", 2);
// Bind all Gbuffer textures
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gPosition);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, gNormal);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, gColorSpec);
// send relevant Lighting Uniforms
auto lights = scene.getReg().view<LightComponent, TransformComponent>();
unsigned int lightnr = 0;
lights.each([&](auto entity, LightComponent& light, TransformComponent& transform) {
lightingPassShader.setUniformVec3("lights[" + std::to_string(lightnr) + "].Position", transform.Position);
lightingPassShader.setUniformVec3("lights[" + std::to_string(lightnr) + "].Color", light.Color);
// Attenuation
const float linear = 0.7f;
const float quadratic = 1.8f;
lightingPassShader.setUniformFloat("lights[" + std::to_string(lightnr) + "].Linear", linear);
lightingPassShader.setUniformFloat("lights[" + std::to_string(lightnr) + "].Quadratic", quadratic);
lightnr++;
});
lightingPassShader.setUniformVec3("viewPos", MainCamera.Position);
// render to quad
if (quadVAO == 0)
{
float quadVertices[] = {
-1.0f, 1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f,
1.0f, 1.0f, 0.0f, 1.0f, 1.0f,
1.0f, -1.0f, 0.0f, 1.0f, 0.0f,
};
// setup plane VAO ;
glGenVertexArrays(1, &quadVAO);
glGenBuffers(1, &quadVBO);
glBindVertexArray(quadVAO);
glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), &quadVertices, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
}
glBindVertexArray(quadVAO);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glBindVertexArray(0);
}
void Renderer::BlendingPass() {
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Vegetation / blending test;
BlendingShader.Use(); BlendingShader.Use();
glBindVertexArray(transparentVAO); glBindVertexArray(transparentVAO);
glActiveTexture(GL_TEXTURE0); glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, grassTexture.GetID()); glBindTexture(GL_TEXTURE_2D, grassTexture.GetID());
BlendingShader.setUniformMat4("V", MainCamera.ViewMatrix); BlendingShader.setUniformMat4("V", glm::inverse(MainCamera.getTransform()));
BlendingShader.setUniformMat4("P", MainCamera.ProjectionMatrix); BlendingShader.setUniformMat4("P", MainCamera.getProjection(width, height));
for (unsigned int i = 0; i < vegetation.size(); i++) { for (unsigned int i = 0; i < vegetation.size(); i++) {
auto rotation = glm::rotate(glm::mat4(1.0f), 45.0f, glm::vec3(0.0f, 1.0f, 0.0f));
auto translation = glm::translate(glm::mat4(1.0f), vegetation[i]); auto translation = glm::translate(glm::mat4(1.0f), vegetation[i]);
auto transform = translation * rotation; BlendingShader.setUniformMat4("M", translation);
BlendingShader.setUniformMat4("M", transform);
glDrawArrays(GL_TRIANGLES, 0, 6); glDrawArrays(GL_TRIANGLES, 0, 6);
} }
glBindVertexArray(0);
glDisable(GL_BLEND); glDisable(GL_BLEND);
}
void Renderer::Render(Scene& scene)
{
SubmitVegetationDemo();
glBindFramebuffer(GL_FRAMEBUFFER, gBuffer);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SkyboxPass();
GeometryPass();
lightingPass(scene);
glBindFramebuffer(GL_READ_FRAMEBUFFER, gBuffer);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_framebuffer.GetId());
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
// Forward rendering approach
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer.GetId());
for (const DrawCommand& command : commands)
{
if (command.isDynamic == false)
continue;
glBindVertexArray(command.VAO_identifier);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, command.IBO_identifier);
forwardShader.Use();
forwardShader.setUniformVec3("Color", command.color);
forwardShader.setUniformMat4("M", command.transform.LocalTransform);
forwardShader.setUniformMat4("V", MainCamera.ViewMatrix);
forwardShader.setUniformMat4("P", MainCamera.ProjectionMatrix);
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(command.num_elements),
GL_UNSIGNED_INT, NULL);
glBindVertexArray(0);
}
BlendingPass();
// Lighting pass
/*
auto lights = scene.getReg().view<LightComponent>();
lights.each([&](auto entity, LightComponent& light) {
renderComponent.shader.setUniformVec3("lighting.color", light.Color);
renderComponent.shader.setUniformFloat("lighting.strength", light.Strength);
});
*/
commands.clear();
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(oldviewport[0], oldviewport[1], oldviewport[2], oldviewport[3]);
} }
Renderer::~Renderer(){}
void Renderer::setCurrentFrameBuffer(const Framebuffer& fb) void Renderer::setCurrentFrameBuffer(const Framebuffer& fb)
{ {
m_framebuffer = fb; m_framebuffer = fb;

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@ -2,13 +2,8 @@
#include "GLFW/glfw3.h" #include "GLFW/glfw3.h"
#include <vector> #include <vector>
#include "../PerfCounter.h" #include "../PerfCounter.h"
#include "Renderable.h"
#include "Memory/Framebuffer.h"
#include "../Scene/Components.h"
#include "../Scene/Scene.h" #include "../Scene/Scene.h"
#include "Graphics/Primitives/DrawCommand.h" #include "Framebuffer.h"
#include "Primitives/Camera.h"
namespace YoggieEngine { namespace YoggieEngine {
@ -20,37 +15,36 @@ namespace YoggieEngine {
class Renderer { class Renderer {
public: public:
Renderer(RendererConfig& config); Renderer();
~Renderer(); ~Renderer();
void Submit(Render3DComponent& renderComponent, TransformComponent& transform); // Collects DrawCommands // Forward pass
void Render(Scene&); // Draw to screen (using drawCall structs) /*
forwardShader.Use();
forwardShader.setUniformVec3("Color", renderComponent.color);
forwardShader.setUniformMat4("M", transform.LocalTransform);
forwardShader.setUniformMat4("V", MainCamera.view);
forwardShader.setUniformMat4("P", MainCamera.projection);
OpenGLApi::DrawTriangles(renderComponent);
*/
void Render(Scene& scene, Camera MainCamera);
void setCurrentFrameBuffer(const Framebuffer& fb); void setCurrentFrameBuffer(const Framebuffer& fb);
void setClearColor(const glm::vec3& ClearColor); void setClearColor(const glm::vec3& ClearColor);
void SetMainCamera(const Camera& camera) { MainCamera = camera; }
Framebuffer& getCurrentFrameBuffer() { return m_framebuffer; } Framebuffer& getCurrentFrameBuffer() { return m_framebuffer; }
private:
void GeometryPass();
void SkyboxPass();
void lightingPass(Scene& scene);
void BlendingPass();
private: private:
Framebuffer m_framebuffer; Framebuffer m_framebuffer;
int width, height; int width, height;
glm::vec3 m_clearColor; glm::vec3 m_clearColor;
bool m_depthTest; bool m_depthTest;
std::vector<DrawCommand> commands;
Camera MainCamera;
unsigned int skyboxVAO = 0; void CreateGBuffer();
CubeMap sky;
Shader forwardShader; Shader forwardShader;
@ -59,8 +53,61 @@ namespace YoggieEngine {
Shader lightingPassShader; Shader lightingPassShader;
Shader gBufferShader; Shader gBufferShader;
Shader SkyboxShader; Shader SkyboxShader;
Shader postProcessingShader;
// blending // blending
Shader BlendingShader; Shader BlendingShader;
CubeMap skybox;
Texture grassTexture;
unsigned int transparentVAO = 0;
unsigned int skyboxVAO = 0;
unsigned int quadVAO = 0;
float skyboxVertices[36*3]{
// positions
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
-1.0f, -1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
1.0f, 1.0f, -1.0f,
1.0f, 1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, -1.0f,
-1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, -1.0f,
1.0f, -1.0f, -1.0f,
-1.0f, -1.0f, 1.0f,
1.0f, -1.0f, 1.0f
};
std::vector<glm::vec3> vegetation = {
glm::vec3(-1.5f, 0.0f, -0.48f),
glm::vec3(1.5f, 0.0f, 0.51f),
glm::vec3(0.0f, 0.0f, 0.7f),
glm::vec3(-0.3f, 0.0f, -2.3f)
};
}; };
} }

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@ -1,12 +1,17 @@
#pragma once #pragma once
#include "Assets/Asset.h"
namespace YoggieEngine { namespace YoggieEngine {
class Shader { class Shader : public Asset{
private: private:
char* readFile(const char* filePath); char* readFile(const char* filePath);
AssetType GetType() override{ return AssetType::Shader; }
public: public:
Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath); Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath);
void Use() const; void Use() const;
void setUniformMat4(std::string uniformName, const glm::mat4& matrix4)const; void setUniformMat4(std::string uniformName, const glm::mat4& matrix4)const;
void setUniformVec4(std::string uniformName, const glm::vec4& vector4)const; void setUniformVec4(std::string uniformName, const glm::vec4& vector4)const;

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@ -2,13 +2,13 @@
#include "Texture.h" #include "Texture.h"
namespace YoggieEngine { namespace YoggieEngine {
Texture::Texture(const std::string texturePath , bool Transparency) {
int width, height, channels; void Texture::Load(const std::string texturePath, bool Transparency) {
int channels;
unsigned char* data = stbi_load(texturePath.c_str(), &width, &height, &channels, 0); unsigned char* data = stbi_load(texturePath.c_str(), &width, &height, &channels, 0);
if (data) { if (data) {
glGenTextures(1, &Id); glGenTextures(1, &Id);
glBindTexture(GL_TEXTURE_2D, Id); glBindTexture(GL_TEXTURE_2D, Id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);
@ -22,15 +22,15 @@ namespace YoggieEngine {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); 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_WRAP_T, GL_REPEAT);
} }
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
} }
else { else {
spdlog::error("Failed to load image (%s)", texturePath); std::cout << "Failed to load image!" << std::endl;
spdlog::error("Failed to load image ({0})", texturePath);
} }
stbi_image_free(data); stbi_image_free(data);
} }
void Texture::Bind() { void Texture::Bind() {

View File

@ -0,0 +1,22 @@
#pragma once
#include "Assets/Asset.h"
namespace YoggieEngine {
class Texture : public Asset {
public:
Texture() = default;
void Load(const std::string texturePath, bool Transparency = false);
void Bind();
void Unbind();
const unsigned int GetID() const { return Id; }
const ImVec2 getSize() { return {(float)width, (float)height}; }
AssetType GetType() override { return AssetType::Texture; }
private:
unsigned int Id;
int width;
int height;
};
}

View File

@ -17,10 +17,10 @@ namespace YoggieEngine {
void init_inputSystem(NativeWindow* window) { void init_inputSystem(NativeWindow* window) {
cursor_pos_x = 0; cursor_pos_x = 0;
cursor_pos_y = 0; cursor_pos_y = 0;
glfwSetKeyCallback(window->GetGLFWHandle(), key_callback); glfwSetKeyCallback((GLFWwindow*) window->GetHandle(), key_callback);
glfwSetMouseButtonCallback(window->GetGLFWHandle(), mouseButton_callback); glfwSetMouseButtonCallback((GLFWwindow*)window->GetHandle(), mouseButton_callback);
glfwSetCursorPosCallback(window->GetGLFWHandle(), cursorPos_callback); glfwSetCursorPosCallback((GLFWwindow*)window->GetHandle(), cursorPos_callback);
glfwSetCursorEnterCallback(window->GetGLFWHandle(), cursorEnter_callback); glfwSetCursorEnterCallback((GLFWwindow*)window->GetHandle(), cursorEnter_callback);
} }
void ReceiveInput() { void ReceiveInput() {
@ -43,13 +43,13 @@ namespace YoggieEngine {
double getCursorPosX(NativeWindow* window) double getCursorPosX(NativeWindow* window)
{ {
glfwGetCursorPos(window->GetGLFWHandle(), &cursor_pos_x, nullptr); glfwGetCursorPos((GLFWwindow*)window->GetHandle(), &cursor_pos_x, nullptr);
return cursor_pos_x; return cursor_pos_x;
} }
double getCursorPosY(NativeWindow* window) double getCursorPosY(NativeWindow* window)
{ {
glfwGetCursorPos(window->GetGLFWHandle(), nullptr, &cursor_pos_y); glfwGetCursorPos((GLFWwindow*)window->GetHandle(), nullptr, &cursor_pos_y);
return cursor_pos_y; return cursor_pos_y;
} }

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

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@ -0,0 +1,27 @@
#include "YoggieEngine.h"
#include "LayerStack.h"
LayerStack::~LayerStack()
{
for (Layer* layer : layers) {
layer->OnDetach();
delete layer;
}
}
void LayerStack::PushLayer(Layer* layer) {
layers.emplace(layers.begin() + insertion_index, layer);
insertion_index++;
}
void LayerStack::PopLayer(Layer* layer) {
auto it = std::find(layers.begin(), layers.begin() + insertion_index, layer);
if (it != layers.begin() + insertion_index) {
layer->OnDetach();
layers.erase(it);
insertion_index--;
}
}

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@ -0,0 +1,22 @@
#pragma once
#include "Layer.h"
#include <vector>
class LayerStack{
public:
LayerStack() = default;
~LayerStack();
void PushLayer(Layer* layer);
void PopLayer(Layer* layer);
std::vector<Layer*>::iterator begin() { return layers.begin(); }
std::vector<Layer*>::iterator end() { return layers.end(); }
std::vector<Layer*>::reverse_iterator rbegin() { return layers.rbegin(); }
std::vector<Layer*>::reverse_iterator rend() { return layers.rend(); }
private:
std::vector<Layer*> layers;
int insertion_index = 0;
};

View File

@ -1,64 +1,58 @@
#include <YoggieEngine.h>
#include "PerfCounter.h" #include "PerfCounter.h"
#include <YoggieEngine.h>
namespace YoggieEngine { namespace YoggieEngine {
uint64_t EngineInstrumentation::GetPrecisionTime() { uint64_t EngineInstrumentation::GetPrecisionTime() {
using namespace std::chrono; // REMINDER: This is kinda ugly but safes line width using namespace std::chrono; // REMINDER: This is kinda ugly but safes line
return duration_cast<milliseconds>(high_resolution_clock::now().time_since_epoch()).count(); // width
return duration_cast<milliseconds>(
high_resolution_clock::now().time_since_epoch())
.count();
} }
void EngineInstrumentation::PerfomanceSamplerInit() { void EngineInstrumentation::PerfomanceSamplerInit() {
std::cout << "Initialize perf sampler" << std::endl; spdlog::info("Initialize perf sampler");
/*EngineInstrumentation::frames = 0; /*EngineInstrumentation::frames = 0;
EngineInstrumentation::lastSampleTime = GetPrecisionTime();*/ EngineInstrumentation::lastSampleTime = GetPrecisionTime();*/
} }
void EngineInstrumentation::Update() { void EngineInstrumentation::Update() {
/* uint64_t MilliSecondsPast = GetPrecisionTime() - EngineInstrumentation::lastSampleTime; /* uint64_t MilliSecondsPast = GetPrecisionTime() -
EngineInstrumentation::lastSampleTime;
if (MilliSecondsPast >= 1000) { if (MilliSecondsPast >= 1000) {
EngineInstrumentation::frameTime = (float)1000 / EngineInstrumentation::frames; EngineInstrumentation::frameTime = (float)1000 /
EngineInstrumentation::FPS = frames; EngineInstrumentation::frames; EngineInstrumentation::FPS = frames;
EngineInstrumentation::frames = 0; EngineInstrumentation::frames = 0;
EngineInstrumentation::lastSampleTime = GetPrecisionTime(); EngineInstrumentation::lastSampleTime =
GetPrecisionTime();
}*/ }*/
} }
void EngineInstrumentation::ShowStats() { void EngineInstrumentation::ShowStats() {
ImGui::Begin("Statistics", false, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize); // ImGui::Begin("Statistics", false, ImGuiWindowFlags_NoCollapse |
//ImGuiWindowFlags_NoResize);
ImGui::Text("Currently not available"); // ImGui::Text("Currently not available");
/* ImGui::Text("FPS: %i", ES.FPS); /* ImGui::Text("FPS: %i", ES.FPS);
ImGui::Text("Frame Time: %f", ES.frameTime); ImGui::Text("Frame Time: %f", ES.frameTime);
ImGui::Text("Verts: %i", ES.verts); ImGui::Text("Verts: %i", ES.verts);
ImGui::Text("Draw Calls: %i", ES.DC); ImGui::Text("Draw Calls: %i", ES.DC);
*/ */
ImGui::End(); // ImGui::End();
} }
PerfSampler::PerfSampler(const std::string &name) : name(name) {
PerfSampler::PerfSampler(const std::string& name)
: name(name)
{
using namespace std::chrono; using namespace std::chrono;
startTime = high_resolution_clock::now(); startTime = high_resolution_clock::now();
} }
PerfSampler::~PerfSampler() PerfSampler::~PerfSampler() { Stop(); }
{
Stop();
}
void PerfSampler::Stop() void PerfSampler::Stop() {
{
using namespace std::chrono; using namespace std::chrono;
auto end = high_resolution_clock::now(); auto end = high_resolution_clock::now();
auto durationInuSeconds = auto durationInuSeconds =
@ -67,6 +61,7 @@ namespace YoggieEngine {
auto ms = durationInuSeconds * 0.001f; auto ms = durationInuSeconds * 0.001f;
// std::cout << "[" << name << "]" << "Took: " << durationInuSeconds << " us (" << ms << " ms)" << std::endl; // std::cout << "[" << name << "]" << "Took: " << durationInuSeconds << "
} //us (" << ms << " ms)" << std::endl;
} }
} // namespace YoggieEngine

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@ -0,0 +1,26 @@
#include "YoggieEngine.h"
#include "X11Window.h"
namespace YoggieEngine {
X11Window::X11Window(const int width, const int height, const char* title) : NativeWindow()
{
// Open a display
//Display* d = XOpenDisplay(0);
//if (d) {
// // create the window
// Window w = XCreateWindow(d, DefaultRootWindow(d), 0, 0, 200, 100, 0, CopyFromParent, CopyFromParent, CopyFromParent, 0, 0);
// // show the window
// XMapWindow(d, w);
// XFlush(d);
//}
}
}

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@ -0,0 +1,32 @@
#pragma once
#include "../Window.h"
//#include <X11/Xlib.h>
//#include <unistd.h>
namespace YoggieEngine {
class X11Window : public NativeWindow {
public:
X11Window(const int width, const int height, const char* title);
~X11Window();
bool WindowShouldClose();
void SetViewPort(int width, int height);
void Poll();
void SwappBuffers();
void* GetHandle();
private:
void* m_handle;
bool m_fullscreen;
bool m_resizable;
bool m_vsync;
int m_widht;
int m_height;
void SetContext();
};
}

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