1 Commits

Author SHA1 Message Date
3c30bf7fb7 Base layout for the input manager 2022-06-19 20:01:31 +02:00
110 changed files with 18037 additions and 18727 deletions

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

9
.gitmodules vendored
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@ -4,14 +4,12 @@
[submodule "glm"]
path = libs/glm
url = https://github.com/nigelbarink/glm.git
ignore = untracked
[submodule "spdlog"]
path = libs/spdlog
url = https://github.com/nigelbarink/spdlog.git
[submodule "tinygltf"]
path = libs/tinygltf
url = https://github.com/syoyo/tinygltf.git
ignore = untracked
[submodule "GorrillaAudio"]
path = libs/GorillaAudio
url = https://github.com/mewspring/gorilla-audio.git
@ -24,13 +22,6 @@
[submodule "libs/steam-audio"]
path = libs/steam-audio
url = https://github.com/ValveSoftware/steam-audio.git
ignore = untracked
[submodule "libs/physx"]
path = libs/physx
url = https://git.barink.dev/Nigel/PhysX.git
[submodule "libs/entt"]
path = libs/entt
url = https://github.com/skypjack/entt.git
[submodule "libs/guizmo"]
path = libs/guizmo
url = https://github.com/CedricGuillemet/ImGuizmo.git

6
.vscode/settings.json vendored Normal file
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@ -0,0 +1,6 @@
{
"cmake.configureOnOpen": true,
"files.associations": {
"iosfwd": "cpp"
}
}

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#include "BarinkEngine.h"
EngineStatistics* ES;
BarinkEngine::InputManager InputSystem;
int main(int argc, char* argv[]) {
// Setup performance sampler
PerfomanceSamplerInit();
// Create the window
BarinkWindow MainWindow = BarinkWindow(800, 600);
// =================================================
// Startup services
// =================================================
// Startup Renderer
BarinkEngine::Renderer renderer = BarinkEngine::Renderer();
// Startup InputManager
InputSystem = BarinkEngine::InputManager();
InputSystem.attach(&MainWindow);
InputSystem.setupGLFWInput(MainWindow.windowptr());
// Startup GUI System
GUIManager GUISystem = GUIManager(&MainWindow);
// Enable depth testing
// NOTE: TODO Move this into the renderer
glEnable(GL_DEPTH_TEST);
// First call to setup game
Start();
// Runtime loop
while (!MainWindow.WindowShouldClose()) {
SamplePerformance();
// Execute main logic
InputSystem.PollEvents();
Update();
renderer.Render();
ImmediateGraphicsDraw();
GUISystem.Render();
MainWindow.SwapBuffers();
}
// Shutdown game
Stop();
// Shutdown Services
delete ES;
InputSystem.detach(&MainWindow);
return 0;
}

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@ -1,4 +1,4 @@
#include "EventEmitter.h"
#include "../Include/EventSystem/EventEmitter.h"
void EventEmitter::Subscribe(EventListener& subscriber)

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

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@ -0,0 +1,26 @@
#pragma once
#include "glm/glm.hpp"
#include "graphics/Shader.h"
#include "graphics/Window.h"
#include "graphics/Texture.h"
#include "graphics/Camera.h"
#include "graphics/Renderable.h"
#include "Graphics/Material.h"
#include "spdlog/spdlog.h"
#include "Input/InputManager.h"
#include "Graphics/Renderer.h"
#include "Graphics/GUI/GUIManager.h"
#include "Scene.h"
#include "PerfCounter.h"
extern void Start();
extern void Update();
extern void ImmediateGraphicsDraw();
extern void Stop();
extern BarinkEngine::InputManager InputSystem;

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

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@ -1,11 +1,9 @@
#pragma once
#include <string>
#include <string>
struct Event
{
public:
std::string name;
int argc;
void** argv;
};

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@ -6,10 +6,12 @@ class EventEmitter {
public:
void Subscribe (EventListener& subscriber);
void Unsubscribe(EventListener& subscriber);
void EmitEvent(Event& incident);
protected:
std::list<EventListener*> subscribers;
void EmitEvent(Event& incident);
EventEmitter();

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

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

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

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@ -1,7 +1,8 @@
#pragma once
#include <glad/glad.h>
class Buffer {
private:
unsigned int id;
public:
int getBufferID();
@ -15,7 +16,4 @@ public:
void Delete();
private:
unsigned int id;
};

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@ -1,5 +1,5 @@
#pragma once
#include "../Platform/Window.h"
#include "Graphics/Window.h"
class GUIManager {

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@ -1,14 +1,19 @@
#pragma once
#include <glm/glm.hpp>
#include <string>
#include "Shader.h"
class Material {
public:
Material(const Shader& shader);
void Apply()const;
glm::vec3 Color;
const Shader& shader;
#pragma once
#include <glm/glm.hpp>
#include <string>
#include "Shader.h"
class Material {
public:
Material(const Shader& shader);
void Apply();
glm::vec3 Color;
private:
const Shader& shader;
};

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

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@ -1,8 +1,6 @@
#pragma once
#include "../BarinkEngine.h"
#include "../Graphics/Memory/Buffer.h"
#include "../Graphics/Memory/VertexArray.h"
#include <vector>
#include "BarinkEngine.h"
#include <vector>;
class RenderSurface
{
public:

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

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

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@ -14,7 +14,7 @@ class Shader {
char* readFile (const char* filePath);
public:
Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath);
void Use() const;
void Use();
void setUniformMat4(std::string uniformName, glm::mat4 matrix4)const;
void setUniformVec4(std::string uniformName, glm::vec4 vector4)const;
void setUniformVec3(std::string uniformName, glm::vec3 vector3)const;

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

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@ -10,8 +10,6 @@ void Create();
void Bind();
void Unbind();
unsigned int getID() { return id; }
void Delete();
void AttachAttribute(unsigned int index, int size, int stride);

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@ -2,15 +2,12 @@
#define GLFW_STATIC
#include <glad/glad.h>
#include <stdlib.h>
#include <stdio.h>
#include <iostream>
#include <GLFW/glfw3.h>
#include <spdlog/spdlog.h>
#include "../Include/EventSystem/EventListener.h"
#include "../EventSystem/Event.h"
#include "../EventSystem/EventListener.h"
class BarinkWindow : EventListener {
private:
@ -21,13 +18,16 @@ class BarinkWindow : EventListener {
static bool InitGLFW();
public:
BarinkWindow(const int width, const int height);
~BarinkWindow();
GLFWwindow* windowptr();
void ReceiveEvent(Event& incident) override ;
void ReceiveEvent(Event& incident) override;
bool WindowShouldClose();
void Poll();

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@ -0,0 +1,14 @@
#pragma once
#include "GLFW/glfw3.h"
namespace BarinkEngine {
namespace Input {
void BE_GLFW_KEYS(GLFWwindow* window, int key, int scancode, int action, int mods);
void BE_GLFW_CURSOR_POSITION(GLFWwindow* window, double x, double y);
void BE_GLFW_CURSOR_ENTER(GLFWwindow* window, int entered);
void BE_GLFW_MOUSE_BUTTON(GLFWwindow* window, int button, int action, int mods);
void BE_GLFW_SCROLL(GLFWwindow* window, double xoffset, double yoffset);
}
}

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@ -0,0 +1,29 @@
#pragma once
#include <list>
#include "Graphics/Window.h"
#include "EventSystem/EventEmitter.h"
#include "../Include/Input/GLFWInput.h"
#include "BarinkEngine.h"
namespace BarinkEngine {
class InputManager : public EventEmitter {
public:
InputManager();
void PollEvents();
void attach(BarinkWindow* window);
void detach(BarinkWindow* window);
void setupGLFWInput(GLFWwindow* window);
private:
std::list<BarinkWindow*> windows;
};
}

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

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

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@ -0,0 +1,104 @@
#include "BarinkEngine.h"
#include "../Include/Input/GLFWInput.h"
#include "../Include/EventSystem/InputSystemEvents.h"
#include "../Include/Input/InputManager.h"
namespace BarinkEngine {
namespace Input {
void BE_GLFW_KEYS(GLFWwindow* window, int key, int scancode, int action, int mods)
{
switch (action)
{
case GLFW_KEY_DOWN: {
KEY_DOWN_EVENT keydown{};
keydown.name = "KEY::DOWN";
keydown.mods = mods;
keydown.scancode = scancode;
keydown.keycode = key;
InputSystem.EmitEvent(keydown);
break;
}
case GLFW_KEY_UP: {
KEY_UP_EVENT keyup{};
keyup.name = "KEY::DOWN";
keyup.mods = mods;
keyup.scancode = scancode;
keyup.keycode = key;
InputSystem.EmitEvent(keyup);
break;
}
default:
Event KeyEvent{};
KeyEvent.name = "KEY";
InputSystem.EmitEvent(KeyEvent);
break;
}
}
void BE_GLFW_CURSOR_POSITION(GLFWwindow* window, double x, double y)
{
Event CursorPosUpdate{};
CursorPosUpdate.name = "UPDATE::CURSOR:POSITION";
InputSystem.EmitEvent(CursorPosUpdate);
}
void BE_GLFW_CURSOR_ENTER(GLFWwindow* window, int entered)
{
if (entered) {
Event mouseEntered{};
mouseEntered.name = "Mouse Entered Window's confines!";
InputSystem.EmitEvent(mouseEntered);
}
else {
Event mouseLeft{};
mouseLeft.name = "Mouse Left Window's confines!";
InputSystem.EmitEvent(mouseLeft);
}
}
void BE_GLFW_MOUSE_BUTTON(GLFWwindow* window, int button, int action, int mods)
{
Event MouseButtonEvent{};
MouseButtonEvent.name = "MOUSEBUTTON";
InputSystem.EmitEvent(MouseButtonEvent);
}
void BE_GLFW_SCROLL(GLFWwindow* window, double xoffset, double yoffset)
{
Event ScrollEvent{};
ScrollEvent.name = "SCROLL";
InputSystem.EmitEvent(ScrollEvent);
}
}
}

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@ -0,0 +1,44 @@
#include "Input/InputManager.h"
namespace BarinkEngine {
void InputManager::PollEvents()
{
for (auto it = windows.begin(); it != windows.end(); ++it) {
(*it)->Poll();
}
}
void InputManager::setupGLFWInput(GLFWwindow* window) {
// Attach callbacks
glfwSetKeyCallback(window, BarinkEngine::Input::BE_GLFW_KEYS);
glfwSetCursorPosCallback(window, BarinkEngine::Input::BE_GLFW_CURSOR_POSITION);
glfwSetCursorEnterCallback(window, BarinkEngine::Input::BE_GLFW_CURSOR_ENTER);
glfwSetMouseButtonCallback(window, BarinkEngine::Input::BE_GLFW_MOUSE_BUTTON);
glfwSetScrollCallback(window, BarinkEngine::Input::BE_GLFW_SCROLL);
}
void InputManager::attach(BarinkWindow* window)
{
windows.push_back(window);
this->Subscribe((EventListener&)(*window));
}
void InputManager::detach(BarinkWindow* window)
{
windows.remove(window);
this->Unsubscribe((EventListener&)*window);
}
InputManager::InputManager() : EventEmitter()
{
windows = std::list<BarinkWindow*>();
}
}

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

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@ -1,4 +1,4 @@
#include "LuaScript.h"
#include "Scripting/LuaScript.h"
/*
LuaScript::LuaScript(const std::string& path)
: filePath(path) {

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@ -1,4 +1,4 @@
#include "LuaScriptingManager.h"
#include "Scripting/LuaScriptingManager.h"
/*
LuaScriptingManager::LuaScriptingManager()
{

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

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@ -1,4 +1,4 @@
#include "Camera.h"
#include "Graphics/Camera.h"
Camera::Camera(glm::vec3 position, glm::vec3 rotation, float zoom)
: Position(position), Rotation(rotation), Zoom(zoom) {

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

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@ -1,11 +1,10 @@
#include "Material.h"
Material::Material(const Shader& shader) :
shader(shader) {
}
void Material::Apply() const {
shader.Use();
shader.setUniformVec3("Color", Color);
#include "../Include/Graphics/Material.h"
Material::Material(const Shader& shader) :
shader(shader) {
}
void Material::Apply() {
shader.setUniformVec3("Color", Color);
}

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@ -1,99 +1,80 @@
#include "ModelImporter.h"
#include "spdlog/spdlog.h"
BarinkEngine::SceneObject* BarinkEngine::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<BarinkEngine::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<BarinkEngine::Mesh> BarinkEngine::ModelImporter::processNode(aiNode* node, const aiScene* scene)
{
std::vector<BarinkEngine::Mesh> meshes;
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene));
}
for (unsigned int i = 0; i < node->mNumChildren; i++) {
auto m2 = processNode(node->mChildren[i], scene);
for(auto m : m2) {
meshes.push_back(m);
}
}
return meshes;
}
BarinkEngine::Mesh BarinkEngine::ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene) {
std::vector<unsigned int> indices;
std::vector<BarinkEngine::Vertex> vertices;
ProcessVertices(mesh, vertices);
ProcessIndices(mesh, indices);
BarinkEngine::Mesh result;
result.vertices = vertices;
result.elements = indices;
return result;
}
void ProcessVertices(aiMesh* mesh, std::vector<BarinkEngine::Vertex>& out_vertices) {
// Process vertices
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
BarinkEngine::Vertex v{};
glm::vec3 vector;
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
v.vertices = vector;
if (mesh->mTextureCoords[0]) {
glm::vec2 texCoord;
texCoord.x = mesh->mTextureCoords[0][i].x;
texCoord.y = mesh->mTextureCoords[0][i].y;
v.uv = texCoord;
}
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]);
}
}
#include "AssetManager/ModelImporter.h"
std::vector<BarinkEngine::Mesh> ModelImporter::Import(std::string path)
{
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path.c_str(), aiProcess_Triangulate | aiProcess_FlipUVs);
aiNode* currentNode = scene->mRootNode;
return processNode(currentNode, scene);
}
std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene) {
std::vector<BarinkEngine::Mesh> meshes;
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene));
}
for (unsigned int i = 0; i < node->mNumChildren; i++) {
auto m2 = processNode(node->mChildren[i], scene);
for(auto m : m2) {
meshes.push_back(m);
}
}
return meshes;
}
BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene) {
std::vector<unsigned int> indices;
std::vector<BarinkEngine::Vertex> vertices;
// Process vertices
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
BarinkEngine::Vertex v{};
glm::vec3 vector;
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
v.vertices = vector;
if (mesh->mTextureCoords[0]) {
glm::vec2 texCoord;
texCoord.x = mesh->mTextureCoords[0][i].x;
texCoord.y = mesh->mTextureCoords[0][i].y;
v.uv = texCoord;
}
vertices.push_back(v);
}
// Process Indices
for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
aiFace face = mesh->mFaces[i];
if (face.mNumIndices < 3)
continue;
for (unsigned int j = 0; j < face.mNumIndices; j++) {
indices.push_back(face.mIndices[j]);
}
}
BarinkEngine::Mesh result;
result.vertices = vertices;
result.elements = indices;
return result;
}

View File

@ -1,4 +1,4 @@
#include "RenderSurface.h";
#include "Graphics/RenderSurface.h";
RenderSurface::RenderSurface(){
shader = new Shader("build/SandboxAppliction/Debug/renderSuface.vs", "build/SandboxApplication/Debug/renderSurface.fs");

View File

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

View File

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

View File

@ -1,6 +1,5 @@
#include "Shader.h"
#include "Graphics/Shader.h"
#include "spdlog/spdlog.h"
Shader::Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath)
{
char infoLog[512];
@ -58,12 +57,8 @@ Shader::Shader(const std::string vertexShaderPath, const std::string fragmentSha
}
char* Shader::readFile (const char* filePath){
spdlog::info("Opening {} ", filePath);
std::ifstream file ;
file.open(filePath);
@ -95,7 +90,7 @@ char* Shader::readFile (const char* filePath){
return FileBuffer;
}
void Shader::Use() const
void Shader::Use()
{
glUseProgram(id);
}

View File

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

View File

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

View File

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

View File

@ -1,86 +1,87 @@
#include "Window.h"
bool BarinkWindow::InitGLFW(){
if(!glfwInit())
{
spdlog::error("Failed to initialise GLFW!");
return false;
}
return true;
}
BarinkWindow::BarinkWindow(const int width, const int height) :
Width(width), Height(height), FullScreen(false)
{
if (InitGLFW()==false) {
exit(-1);
}
glfwWindowHint(GLFW_DOUBLEBUFFER, GLFW_TRUE);
glfwWindowHint(GLFW_FOCUS_ON_SHOW, GLFW_TRUE);
// No window decorations such as a border, a close widget
// glfwWindowHint(GLFW_DECORATED, GLFW_FALSE);
// glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE);
// Disable resizing the window
//glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
window = glfwCreateWindow(Width, Height, "BarinkEngine", NULL, NULL);
if( !window)
{
spdlog::error("GLFW failed to create window!");
glfwTerminate();
return;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
printf("Failed to initialize GLAD!\n");
exit(-1);
}
// Set vsync off !!
glfwSwapInterval(0);
VulkanSupported = glfwVulkanSupported();
glfwGetFramebufferSize(window, &Width, &Height);
glViewport(0,0, Width, Height);
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
}
BarinkWindow::~BarinkWindow(){
glfwTerminate();
}
GLFWwindow* BarinkWindow::windowptr()
{
return window;
}
bool BarinkWindow::WindowShouldClose(){
return glfwWindowShouldClose(window);
}
void BarinkWindow::Poll()
{
glfwPollEvents();
}
void BarinkWindow::SwapBuffers()
{
glfwSwapBuffers(window);
}
void BarinkWindow::ReceiveEvent(Event& incident)
{
//std::cout << "EVENT RECEIVED: " << incident.name << std::endl;
}
#include "Graphics/Window.h"
#include <stdlib.h>
#include <stdio.h>
#include <iostream>
#include <GLFW/glfw3.h>
#include <spdlog/spdlog.h>
#include "../Include/EventSystem/Event.h"
bool BarinkWindow::InitGLFW(){
if(!glfwInit())
{
spdlog::error("Failed to initialise GLFW!");
return false;
}
return true;
}
BarinkWindow::BarinkWindow(const int width, const int height) :
Width(width), Height(height), FullScreen(false){
if (InitGLFW()==false) {
exit(-1);
}
window = glfwCreateWindow(Width, Height, "BarinkEngine", NULL, NULL);
if( !window)
{
spdlog::error("GLFW failed to create window!");
glfwTerminate();
return;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
printf("Failed to initialize GLAD!\n");
exit(-1);
}
// Set vsync off !!
glfwSwapInterval(0);
VulkanSupported = glfwVulkanSupported();
glfwGetFramebufferSize(window, &Width, &Height);
glViewport(0,0, Width, Height);
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
}
BarinkWindow::~BarinkWindow(){
glfwTerminate();
}
GLFWwindow* BarinkWindow::windowptr()
{
return window;
}
bool BarinkWindow::WindowShouldClose(){
return glfwWindowShouldClose(window);
}
void BarinkWindow::Poll()
{
glfwPollEvents();
}
void BarinkWindow::SwapBuffers()
{
glfwSwapBuffers(window);
}
void BarinkWindow::ReceiveEvent(Event& incident)
{
std::cout << "EVENT RECEIVED: " << incident.name << std::endl;
}

View File

@ -4,25 +4,25 @@ project "BarinkEngine"
buildmessage "Building BarinkEngine"
includedirs {
"Include/",
"../libs/lua/include",
"../libs/spdlog/include",
"../libs/glm",
"../libs/GorillaAudio/include",
"../libs/physx/physx/include",
"../libs/steam-audio/include",
"../libs/assimp/include",
"../libs/glad/include",
"../libs/glfw/include",
"../libs/glew/include",
"../libs/glad/include",
"../libs/assimp/include",
"../libs/entt/src",
"../libs/glm",
"../libs/physx/physx/include",
"../libs/lua/include",
"../libs/GorillaAudio/include",
"../libs/steam-audio/include",
"../libs/ImGui",
}
@ -33,7 +33,11 @@ project "BarinkEngine"
"spdlog",
"assimp-vc143-mtd",
"glfw3",
"ImGui",
"ImGUI_Opengl3",
}
@ -48,16 +52,32 @@ project "BarinkEngine"
files {
"../libs/glad/src/glad.c",
"./src/*.cpp",
"./src/*.h",
"./src/**/*.cpp",
"./src/**/*.h"
"./*.cpp",
"./*.h",
"./**/*.cpp",
"./**/*.h"
}
prebuildcommands
{
ok,err = os.copyfile("BarinkEngine/src/Graphics/shaders/*" ,"SandboxApp/build/Debug/")
}
filter { "system:windows"}
prebuildcommands {
-- Copy shaders
"copy graphics\\shaders\\fragment.shader ..\\build\\SandboxApplication\\Debug\\test.fs",
"copy graphics\\shaders\\vertex.shader ..\\build\\SandboxApplication\\Debug\\test.vs",
"copy graphics\\shaders\\RenderSurfaceFrag.shader ..\\build\\SandboxApplication\\Debug\\RenderSurface.fs",
"copy graphics\\shaders\\RenderSurfaceVert.shader ..\\build\\SandboxApplication\\Debug\\RenderSurface.vs"
}
filter { "system:linux" }
prebuildcommands {
-- Copy shaders
"cp graphics/shaders/fragment.shader ../build/SandboxApplication/Debug/test.fs",
"cp graphics/shaders/vertex.shader ../build/SandboxApplication/Debug/test.vs",
"cp graphics/shaders/RenderSurfaceFrag.shader ../build/SandboxApplication/Debug/RenderSurface.fs",
"cp graphics/shaders/RenderSurfaceVert.shader ../build/SandboxApplication/Debug/RenderSurface.vs"
}
include('../ImGui')
include("../ImGuizmo")

View File

@ -1,35 +0,0 @@
#pragma once
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION
#define TINYGLTF_IMPLEMENTATION
#define TINYGLTF_NO_EXTERNAL_IMAGE
#include "../Graphics/Primitives/Mesh.h"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <string>
#include "../Scene/TransformTree/SceneNodeTypes.h"
void ProcessVertices(aiMesh* mesh, std::vector<BarinkEngine::Vertex>& out_vertices);
void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices);
namespace BarinkEngine {
class ModelImporter {
public:
BarinkEngine::SceneObject* Import(const std::string path);
private:
static BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene);
static std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene);
};
}

View File

@ -1,88 +0,0 @@
#include "BarinkEngine.h"
extern EngineStatistics ES;
BarinkEngine::Renderer renderer;
const unsigned int MS_PER_UPDATE = 2;
int main(int argc, char* argv[]) {
// Setup performance sampler
EngineInstrumentation::PerfomanceSamplerInit();
// Startup services
BarinkWindow MainWindow = BarinkWindow(1200, 700);
renderer = BarinkEngine::Renderer();
InputSystem = BarinkEngine::InputManager();
ES = EngineStatistics{};
InputSystem.attach(&MainWindow);
GUIManager GUISystem = GUIManager(&MainWindow);
glEnable(GL_DEPTH_TEST);
// First call to setup game
{
PerfSampler("Start");
Start();
}
double previous = glfwGetTime();
double lag = 0.0;
// Runtime loop
while (!MainWindow.WindowShouldClose())
{
double current = glfwGetTime();
double elapsed = current - previous;
previous = current;
lag += elapsed;
//EngineInstrumentation::Update(); // Todo this does nothing right now and is therefor disabled
// Execute main logic
{
PerfSampler("PollEvents");
InputSystem.PollEvents();
}
{
PerfSampler("Update");
while (lag >= MS_PER_UPDATE) {
Update();
lag -= MS_PER_UPDATE;
}
}
{
PerfSampler("Render");
Render();
}
{
PerfSampler("GUI-Render");
GUISystem.Render();
}
{
PerfSampler("BufferSwap");
MainWindow.SwapBuffers();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
}
// Shutdown game
{
PerfSampler("Stop");
Stop();
}
// Shutdown Services
return 0;
}

View File

@ -1,25 +0,0 @@
#pragma once
#include "glm/glm.hpp"
#include "graphics/Primitives/Shader.h"
#include "Platform/Window.h"
#include "graphics/Primitives/Texture.h"
#include "graphics/Primitives/Camera.h"
#include "graphics/Renderable.h"
#include "Graphics/Renderer.h"
#include "Graphics/Primitives/Material.h"
#include "spdlog/spdlog.h"
#include "Input/InputManager.h"
#include "Graphics/Renderer.h"
#include "GUI/GUIManager.h"
#include "Scene/Scene.h"
#include "PerfCounter.h"
extern BarinkEngine::Renderer renderer;
extern void Start();
extern void Update();
extern void Render();
extern void ImmediateGraphicsDraw();
extern void Stop();

View File

@ -1,12 +0,0 @@
#pragma once
#include <list>
#include <iostream>
#include "spdlog/spdlog.h"
#include "Event.h"
class EventListener{
public:
virtual void ReceiveEvent(Event& incident) = 0 ;
};

View File

@ -1,61 +0,0 @@
#include "GUIManager.h"
#include "imgui.h"
#include "backends/imgui_impl_opengl3.h"
#include <backends/imgui_impl_glfw.h>
#include "../../libs/guizmo/ImGuizmo.h"
#include "../BarinkEngine.h"
GUIManager::GUIManager(BarinkWindow* window)
: currentwindow(window)
{
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_::ImGuiConfigFlags_ViewportsEnable;
io.ConfigFlags |= ImGuiConfigFlags_::ImGuiConfigFlags_DockingEnable;
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(currentwindow->windowptr(), true);
ImGui_ImplOpenGL3_Init("#version 440");
}
GUIManager::~GUIManager()
{
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}
void GUIManager::Render()
{
ImGui_ImplGlfw_NewFrame();
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
ImGuizmo::SetOrthographic(true);
ImGuizmo::BeginFrame();
ImmediateGraphicsDraw();
ImGui::EndFrame();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
GLFWwindow* last_context = glfwGetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
glfwMakeContextCurrent(last_context);
}
}

View File

@ -1,71 +0,0 @@
#include "Framebuffer.h"
#include <iostream>
Framebuffer::Framebuffer()
{
glGenFramebuffers(1, &Id);
glBindFramebuffer(GL_FRAMEBUFFER, Id);
// Create a colour texture!
glGenTextures(1, &ColourAttachment);
glBindTexture(GL_TEXTURE_2D, ColourAttachment);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 800, 600, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ColourAttachment, 0);
// Create a depth buffer
glGenTextures(1, &DepthAttachment);
glBindTexture(GL_TEXTURE_2D, DepthAttachment);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, 800, 600, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, DepthAttachment, 0);
/*
* // Render buffer
glGenRenderbuffers(1, &DepthAttachment);
glBindRenderbuffer(GL_RENDERBUFFER, DepthAttachment);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_RENDERBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, DepthAttachment);
*/
if (!glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
{
std::cout << "Framebuffer is incomplete!" << std::endl;
}
else {
std::cout << "Framebuffer is complete!" << std::endl;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Framebuffer::~Framebuffer()
{
glDeleteTextures(1, &ColourAttachment);
glDeleteRenderbuffers(1, &DepthAttachment);
glDeleteFramebuffers(1, &Id);
}

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@ -1,21 +0,0 @@
#pragma once
#include <glad/glad.h>
#include <glm/glm.hpp>
class Framebuffer {
public:
Framebuffer();
~Framebuffer();
GLuint GetId() { return Id; }
GLuint GetColourAttachment() { return ColourAttachment; }
GLuint GetDepthAttachment() { return DepthAttachment; }
private:
GLuint Id = 0;
GLuint ColourAttachment = 0;
GLuint DepthAttachment = 0;
};

View File

@ -1,31 +0,0 @@
#include "UniformBuffer.h"
#include <glad/glad.h>
UniformBuffer::UniformBuffer(unsigned int size)
{
glGenBuffers(1, &Id );
glBindBuffer(GL_ARRAY_BUFFER, Id);
glBufferData(GL_ARRAY_BUFFER, size, nullptr, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
UniformBuffer::~UniformBuffer()
{
glDeleteBuffers(1, &Id);
}
void UniformBuffer::setData( unsigned int offset , unsigned int size , void* data)
{
glBindBuffer(GL_ARRAY_BUFFER, Id);
glBufferSubData(GL_ARRAY_BUFFER, offset , size, data);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void UniformBuffer::setDescriptor(unsigned int index, unsigned int size , unsigned int stride, void* pointer)
{
glBindBuffer(GL_ARRAY_BUFFER, Id);
glVertexAttribPointer(index, size, GL_FLOAT, GL_FALSE, stride, pointer);
glBindBuffer(GL_ARRAY_BUFFER, 0);
}

View File

@ -1,15 +0,0 @@
#pragma once
class UniformBuffer {
public:
UniformBuffer (unsigned int size);
~UniformBuffer();
void setData(unsigned int offset, unsigned int size, void* data);
void setDescriptor(unsigned int index, unsigned int size, unsigned int stride, void* pointer);
private:
unsigned int Id;
};

View File

@ -1,12 +0,0 @@
#pragma once
#include <vector>
#include <glm/glm.hpp>
#include "Vertex.h"
namespace BarinkEngine {
struct Mesh {
std::vector<Vertex> vertices;
std::vector<unsigned int> elements;
};
}

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@ -1,9 +0,0 @@
#pragma once
#include <glm/glm.hpp>
namespace BarinkEngine {
struct Vertex {
glm::vec3 vertices;
glm::vec2 uv;
};
}

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@ -1,14 +0,0 @@
#pragma once
#include "Primitives/Mesh.h"
#include "Primitives/Material.h"
#include "Primitives/Texture.h"
#include "../Scene/Scene.h"
namespace BarinkEngine {
struct Renderable {
BarinkEngine::Mesh* mesh;
Material* material;
Texture* texture;
};
}

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#include "Renderer.h"
#include "../Scene/Components.h"
#include "../Graphics/Memory/VertexArray.h"
#include "../Graphics/Memory/Buffer.h"
#include <glad/glad.h>
#include <glm/gtc/type_precision.hpp>
float Angle = 0.0;
Camera cam = Camera(glm::vec3(12.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
glm::mat4 projection = glm::perspective(glm::radians(cam.Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
BarinkEngine::Renderer::Renderer(){}
BarinkEngine::Renderer::~Renderer(){}
void BarinkEngine::Renderer::Prepare(Scene& scene ) {
auto group = scene.getReg().view<BarinkEngine::Render3DComponent>();
group.each([](auto enity, BarinkEngine::Render3DComponent& renderComponent) {
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(BarinkEngine::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(BarinkEngine::Vertex));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex), (void*)0);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
va.Unbind();
vertexBuffer.Unbind(false);
elementBuffer.Unbind(true);
renderComponent.VAO = va.getID();
renderComponent.IBO = elementBuffer.getBufferID();
});
}
void BarinkEngine::Renderer::Render(Scene& scene)
{
auto group = scene.getReg().view<TransformComponent, Render3DComponent>();
group.each([&](auto entity , TransformComponent& trans, Render3DComponent& renderComponent)
{
glBindVertexArray(renderComponent.VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, renderComponent.IBO);
renderComponent.shader.Use();
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);
});
glm::mat4 rotation = glm::rotate(glm::mat4(1.0f), trans.Rotation.x, glm::vec3(1.0f, 0.0f, 0.0f));
rotation *= glm::rotate(glm::mat4(1.0f), trans.Rotation.y, glm::vec3(0.0f, 1.0f, 0.0f));
rotation *= glm::rotate(glm::mat4(1.0f), trans.Rotation.z, glm::vec3(0.0f, 0.0f, 1.0f));
glm::mat4 modelMatrix = glm::translate(glm::mat4(1.0f), trans.Position) * glm::scale(glm::mat4(1.0f), trans.Scale) *rotation;
renderComponent.shader.setUniformVec3("Color", renderComponent.color);
renderComponent.shader.setUniformMat4("M", modelMatrix);
renderComponent.shader.setUniformMat4("V", cam.GetViewMatrix());
renderComponent.shader.setUniformMat4("P", projection);
//std::cout << "Draw " << renderComponent.mesh.elements.size() << " elements" << std::endl;
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(renderComponent.mesh.elements.size()) ,
GL_UNSIGNED_INT, NULL);
glBindVertexArray(0);
});
}
void BarinkEngine::Renderer::Render(Framebuffer& framebuffer, Scene& scene)
{
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.GetId());
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Render(scene);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}

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#pragma once
#include <vector>
#include <iostream>
#include <glm/gtc/matrix_transform.hpp>
#include "glad/glad.h"
#include "GLFW/glfw3.h"
#include "../PerfCounter.h"
#include "Primitives/Camera.h"
#include "Renderable.h"
#include "Memory/Framebuffer.h"
#include "../Scene/Components.h"
namespace BarinkEngine {
class Renderer {
public:
Renderer();
~Renderer();
void Prepare(Scene& scene);
void Render(Scene& scene );
void Render(Framebuffer& framebuffer, Scene& scene);
};
}

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

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

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#include "PerfCounter.h"
#include <imgui.h>
#include <iostream>
EngineStatistics ES;
uint64_t EngineInstrumentation::GetPrecisionTime() {
using namespace std::chrono; // REMINDER: This is kinda ugly but safes line width
return duration_cast<milliseconds>(high_resolution_clock::now().time_since_epoch()).count();
}
void EngineInstrumentation::PerfomanceSamplerInit() {
ES.frames = 0;
//EngineInstrumentation::lastSampleTime = GetPrecisionTime();
}
void EngineInstrumentation::Update() {
/*
uint64_t MilliSecondsPast = GetPrecisionTime() - EngineInstrumentation::lastSampleTime;
if (MilliSecondsPast >= 1000) {
ES.frameTime = (float)1000 / ES.frames;
ES.FPS = ES.frames;
ES.frames = 0;
//EngineInstrumentation::lastSampleTime = GetPrecisionTime();
}
*/
}
void EngineInstrumentation::ShowStats() {
ImGui::Begin("Statistics", false, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize);
ImGui::Text("FPS: %i", ES.FPS);
ImGui::Text("Frame Time: %f", ES.frameTime);
ImGui::Text("Verts: %i", ES.verts);
ImGui::Text("Draw Calls: %i", ES.DC);
ImGui::End();
}
PerfSampler::PerfSampler(const std::string& name )
: name(name)
{
using namespace std::chrono;
startTime = high_resolution_clock::now();
}
PerfSampler::~PerfSampler()
{
Stop();
}
void PerfSampler::Stop()
{
using namespace std::chrono;
auto end = high_resolution_clock::now();
auto durationInuSeconds =
duration_cast<nanoseconds>(end.time_since_epoch()).count() -
duration_cast<nanoseconds>(startTime.time_since_epoch()).count();
auto ms = durationInuSeconds * 0.001f;
// std::cout << "[" << name << "]" << "Took: " << durationInuSeconds << " us (" << ms << " ms)" << std::endl;
}

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#pragma once
#include <string>
#include <vector>
#include <chrono>
struct EngineStatistics {
float frameTime;
uint32_t verts;
uint32_t DC;
int64_t frames;
int64_t FPS;
};
class EngineInstrumentation {
public:
//static int64_t lastSampleTime;
static uint64_t GetPrecisionTime();
static void PerfomanceSamplerInit();
static void Update();
static void ShowStats();
};
class PerfSampler {
public:
PerfSampler(const std::string& name);
~PerfSampler();
void Stop();
private:
const std::string& name;
std::chrono::time_point<std::chrono::high_resolution_clock> startTime;
};

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#pragma once
#include <glm/glm.hpp>
#include "../Graphics/Primitives/Shader.h"
#include "../Graphics/Primitives/Mesh.h"
namespace BarinkEngine {
struct IdentifierComponent {
std::string name;
};
struct TransformComponent {
glm::vec3 Position = glm::vec3(0.0f);
glm::vec3 Rotation = glm::vec3(0.0f);
glm::vec3 Scale = glm::vec3(1.0f);
};
struct LightComponent {
float Strength = 1.0f;
glm::vec3 Color = glm::vec3(1.0f, 1.0f, 1.0f);
};
struct CameraComponent {
glm::mat4 view;
};
struct ScriptComponent {
std::string file; // TODO : replace with proper properties
};
struct Render3DComponent {
unsigned int VAO = 0;
unsigned int IBO = 0;
Mesh mesh;
// TODO: becomes a material
glm::vec3 color;
Shader shader;
Render3DComponent()
: shader(Shader("build/Debug/test.vs", "build/Debug/test.fs")),
color(glm::vec3(1.0f, 0.0f, 0.0f))
{
}
};
struct Render2DComponent {
glm::vec3 Colour;
};
};

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#include "Entity.h"
Entity::Entity(entt::entity e, Scene* scene)
: m_entity(e), m_scene(scene)
{
}

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#pragma once
#include <entt/entt.hpp>
class Scene;
class Entity {
public:
Entity() = default;
Entity(entt::entity e, Scene* scene);
Entity(const Entity& other) = default;
template<class T >
T& AddComponent() {
return m_scene->m_registry.emplace<T>(m_entity);
}
template<class T>
T& GetComponent() {
return m_scene->m_registry.get<T>(m_entity);
}
template<class T>
bool HasComponent() {
return m_scene->getReg().all_of<T>(m_entity);
}
// NOTE: Not Scene context aware!!
bool operator== (Entity& other) {
return m_entity == other.m_entity;
}
private:
entt::entity m_entity;
Scene* m_scene;
};

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#include "Scene.h"
#include "Entity.h"
#include "Components.h"
Scene::Scene()
{
//m_registry = entt::basic_registry();
}
Scene::~Scene()
{}
Entity Scene::AddEntity(std::string name)
{
Entity entity = { m_registry.create(), this };
auto& ident = entity.AddComponent<BarinkEngine::IdentifierComponent>();
ident.name = name;
entity.AddComponent<BarinkEngine::TransformComponent>();
return entity;
}

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#pragma once
#include <string>
#include <entt/entt.hpp>
class Entity;
class Scene
{
public:
Scene();
~Scene();
Entity AddEntity(std::string name);
entt::registry& getReg() { return m_registry; }
private:
entt::registry m_registry;
friend class Entity;
};

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@ -1,7 +0,0 @@
#include "Node.h"
Node::Node(const std::string& name)
: name(name), parent(nullptr), children(std::vector<Node*>()) {}
Group::Group(const std::string& name )
: Node(name) {}

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#pragma once
#include <string>
#include <vector>
class Node {
public:
Node(const std::string& name);
std::string name;
Node* parent;
std::vector<Node*> children;
void addChild(Node& node);
};
class Group : public Node {
public:
Group(const std::string& name);
};

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#include "SceneNodeTypes.h"
BarinkEngine::SceneCamera::SceneCamera()
: Group(std::string("Camera")), camera(Camera(glm::vec3(0.0f), glm::vec3(0.0f), 0))
{}
BarinkEngine::SceneObject::SceneObject(std::string name, Renderable* visual)
: Group(name), renderable(visual)
{}
BarinkEngine::SceneObject::~SceneObject()
{}

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#pragma once
#include "../../Graphics/Primitives/Camera.h"
#include "../../Graphics/Renderable.h"
#include "Node.h"
namespace BarinkEngine {
class SceneCamera : public Group
{
public:
Camera& camera;
SceneCamera();
};
class SceneObject : public Group
{
public:
SceneObject(std::string name, Renderable* visual);
~SceneObject();
Renderable* renderable;
};
}

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@ -1,44 +0,0 @@
project "Editor"
kind "ConsoleApp"
buildmessage "Building editor ..."
links{
"BarinkEngine",
"ImGuizmo"
}
includedirs{
"./../BarinkEngine/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/guizmo",
"./../libs/entt/src",
"./include"
}
libdirs {
'./../build/BarinkEngine/Debug'
}
files {
"./include/*.h",
"./src/*.cpp"
}

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#include <glm/gtc/type_ptr.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <imgui.h>
#include "stb_image.h"
#include "../../libs/guizmo/ImGuizmo.h"
#include "../../BarinkEngine/src/BarinkEngine.h"
#include "../../BarinkEngine/src/AssetManager/ModelImporter.h"
#include "../../BarinkEngine/src/Graphics/Memory/Framebuffer.h"
#include "../../BarinkEngine/src/PerfCounter.cpp"
#include "../../BarinkEngine/src/Scene/Entity.h"
#include "Widgets.h"
/*
* Define globals
*/
Framebuffer* framebuffer;
Scene Level1;
BarinkEngine::SceneObject* Model;
Entity cube;
entt::entity Selected;
/*
* Runs once at startup
* - USe to initialize the game/sandbox/demo
*/
void Start() {
auto io = ImGui::GetIO();
io.Fonts->AddFontFromFileTTF("build/Debug/Fonts/Roboto-Regular.ttf", 18);
framebuffer = new Framebuffer();
// Create a level and load it as the current level
auto importer = BarinkEngine::ModelImporter();
// Create a cube
Model = importer.Import("build/Debug/Models/Cube.obj");
cube = Level1.AddEntity("cube");
auto& render3DComponent = cube.AddComponent<BarinkEngine::Render3DComponent>();
render3DComponent.mesh = *(Model->renderable->mesh);
cube.GetComponent<BarinkEngine::TransformComponent>().Position = glm::vec3(1.0f, 0.0f, 5.0f);
auto cube2 = Level1.AddEntity("Cube1");
auto& rendercube2 = cube2.AddComponent<BarinkEngine::Render3DComponent>();
rendercube2.mesh = *(Model->renderable->mesh);
// create an ambient light source
auto AmbientLight = Level1.AddEntity("AmbientLight");
auto light = AmbientLight.AddComponent<BarinkEngine::LightComponent>();
light.Color = glm::vec3(1.0f);
light.Strength = 1.0f;
Selected = (entt::entity) -1;
renderer.Prepare(Level1);
}
/*
* Runs every frame
* - Use to draw Immediate mode graphics (Not meant for HUD's )
*/
void ImmediateGraphicsDraw()
{ ImGui::DockSpaceOverViewport(ImGui::GetMainViewport());
// Show a menu bar
ImGui::BeginMainMenuBar();
if (ImGui::BeginMenu("Application")) {
if (ImGui::MenuItem("Preferences")) {
}
if (ImGui::MenuItem("Exit")) {
// TODO: Exit application
}
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Scene")) {
if (ImGui::MenuItem("Add Entity")) {
Level1.AddEntity("New entity");
}
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
//ShowStats();
Viewport(*framebuffer, Level1);
SceneExplorer(Selected, Level1);
Inspector(Selected, Level1 );
Settings();
AssetsFinder();
Console();
ImGui::ShowDemoWindow();
ImGui::ShowMetricsWindow();
}
void Render()
{
renderer.Render( *framebuffer, Level1);
}
/*
* Runs every frame
* - Meant for game logic ( non-physics related)
*/
void Update()
{
}
/*
* Runs every physics update
*/
void fixed_update()
{
}
/*
* Runs at the end of the program
* - Meant for cleanup
*/
void Stop()
{
delete framebuffer;
}

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@ -1,135 +0,0 @@
#include "widgets.h"
#include <iostream>
#include "../../BarinkEngine/src/Scene/Components.h"
#include "../../BarinkEngine/src/Scene/Entity.h"
class Editor;
void ComponentView(const std::string& componentName, voidFunction func)
{
ImGuiWindowFlags_ window_flags = ImGuiWindowFlags_None;
ImGui::PushStyleVar(ImGuiStyleVar_ChildRounding, 5.0f);
ImGui::BeginChild(componentName.c_str());
func();
ImGui::EndChild();
ImGui::PopStyleVar();
}
void Inspector(entt::entity ent , Scene& scene) {
ImGui::Begin("Inspector");
static float Zoom = 90;
static glm::vec3 Position = glm::vec3(0.0f, 0.0f, 0.0f);
static glm::vec3 Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
if (scene.getReg().valid(ent)) {
Entity entity = Entity(ent, &scene);
auto component = entity.GetComponent<BarinkEngine::IdentifierComponent>();
ImGui::LabelText("## Name:", component.name.c_str() );
if (entity.HasComponent<BarinkEngine::TransformComponent>()) {
auto& transform = entity.GetComponent<BarinkEngine::TransformComponent>();
ImGui::DragFloat3("Position", glm::value_ptr(transform.Position) , 0.01);
ImGui::DragFloat3("Rotation", glm::value_ptr(transform.Rotation), 0.01);
ImGui::DragFloat3("Scale", glm::value_ptr(transform.Scale), 0.01, 0);
}
if (entity.HasComponent<BarinkEngine::LightComponent>()) {
auto& light = entity.GetComponent<BarinkEngine::LightComponent>();
ImGui::DragFloat("Strength", &light.Strength, 0.001f);
ImGui::ColorEdit3("Colour", glm::value_ptr(light.Color));
}
if (entity.HasComponent <BarinkEngine::CameraComponent>()) {
auto& camera = entity.GetComponent<BarinkEngine::CameraComponent>();
ComponentView("Camera", [] {
ImGui::SliderFloat("Zoom", &Zoom, 10, 190);
ImGui::InputFloat3("Position:", &Position[0]);
ImGui::InputFloat3("Rotation:", &Rotation[0]);
});
}
if (entity.HasComponent<BarinkEngine::ScriptComponent>()) {
ComponentView("Scripting", [] {
ImGui::LabelText("##--", "Hello scripting");
});
}
}
ImGui::End();
}
void SceneExplorer(entt::entity& selected, Scene& scene )
{
ImGui::Begin("Scene Explorer");
scene.getReg().each([&](entt::entity enttNumber) {
Entity entity = Entity(enttNumber, &scene);
auto id = entity.GetComponent<BarinkEngine::IdentifierComponent>();
if (ImGui::Selectable(id.name.c_str(), enttNumber == selected )) {
selected = enttNumber;
}
});
ImGui::End();
}
void Viewport(Framebuffer& framebuffer, Scene& scene) {
unsigned int viewportWindowFlags = ImGuiWindowFlags_NoTitleBar
| ImGuiWindowFlags_NoDecoration
| ImGuiWindowFlags_NoScrollbar
| ImGuiWindowFlags_NoMove
| ImGuiWindowFlags_NoCollapse;
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2{ 0,0 });
ImGui::Begin("Viewport", false, viewportWindowFlags);
ImGui::Image((void*)(intptr_t)framebuffer.GetColourAttachment(), ImVec2{ (float)800,(float)600 });
ImGuizmo::SetDrawlist();
ImGuizmo::SetRect(ImGui::GetWindowPos().x, ImGui::GetWindowPos().y, ImGui::GetWindowWidth(), ImGui::GetWindowHeight());
ImGuizmo::Enable(true);
auto cam = glm::mat4(1.0f);
auto eye = glm::vec3(0.0f);
auto center = glm::vec3(0.0f);
auto up = glm::vec3(0.0f, 1.0f, 0.0f);
auto view = glm::lookAt(eye, center, up);
glm::mat4 projection = glm::perspective(glm::radians(90.0f), (800.0f / 600.0f), 0.001f, 100.0f);
auto transformMatrix = glm::mat4(1.0f);
ImGuizmo::Manipulate(glm::value_ptr(view), glm::value_ptr(projection), ImGuizmo::TRANSLATE, ImGuizmo::WORLD, glm::value_ptr(transformMatrix));
//ImGuizmo::Manipulate(glm::value_ptr(static_cam), glm::value_ptr(static_projection), ImGuizmo::TRANSLATE, ImGuizmo::WORLD, glm::value_ptr(trans));
ImGuizmo::ViewManipulate(glm::value_ptr(cam), 8.0f, ImVec2{ 0.0f,0.0f }, ImVec2{ 128.0f,128.0f }, 0x10101010);
ImGui::End();
ImGui::PopStyleVar();
}
void Settings() {
ImGui::Begin("Settings");
ImGui::LabelText("##title-settings", "Fine grain control over your engine... ");
ImGui::End();
}
void Console() {
ImGui::Begin("Console", false);
ImGui::Dummy(ImVec2{ 128, 128 });
ImGui::End();
}
void AssetsFinder() {
ImGui::Begin("Asset-Finder", false);
ImGui::Dummy(ImVec2{ 128, 128 });
ImGui::End();
}

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@ -1,23 +0,0 @@
#pragma once
#include <glm/glm.hpp>
#include <imgui.h>
#include <string>
#include "../../libs/guizmo/ImGuizmo.h"
#include "../../BarinkEngine/src/BarinkEngine.h"
#include <entt/entt.hpp>
#include <entt/entity/fwd.hpp>
typedef void ( *voidFunction ) (void);
void ComponentView(const std::string& componentName, voidFunction func);
void Inspector(entt::entity entity, Scene& scene);
void SceneExplorer(entt::entity& selected, Scene& scene);
void Viewport(Framebuffer& framebuffer, Scene& scene);
void Settings();
void Console();
void AssetsFinder();

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

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

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@ -1,39 +0,0 @@
project "Runtime"
kind "ConsoleApp"
buildmessage "Building the runtime ..."
links{
"BarinkEngine"
}
includedirs{
"./../BarinkEngine/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 {
'./../build/BarinkEngine/Debug'
}
files {
"./src/*.h",
"./src/*.cpp"
}

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

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@ -1,40 +0,0 @@
project "SandboxApp"
kind "ConsoleApp"
buildmessage "Building SandboxApp ..."
links{
"BarinkEngine"
}
includedirs{
"./../BarinkEngine/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 {
'./../build/BarinkEngine/Debug'
}
files {
"./src/*.h",
"./src/*.cpp"
}

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

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@ -1,11 +0,0 @@
#pragma once
#include "imgui.h"
#include "../../BarinkEngine/src/BarinkEngine.h"
#include "../../BarinkEngine/src/Graphics/Memory/Framebuffer.h"
void CameraTool();
void ScriptingTool(char* code);
///void transformWindow(Transform& transform, std::string PanelName);
void materialWindow(Material& material, std::string PanelName);
void SceneExplorer(const std::string& PanelName);
void SceneView(Framebuffer& framebuffer);

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@ -1,121 +0,0 @@
#include "../../BarinkEngine/src/BarinkEngine.h"
#include "../../BarinkEngine/src/Scene/Components.h"
#include "../../BarinkEngine/src/Scene/Scene.h"
#include "../../BarinkEngine/src/Scene/Entity.h"
#include "../../BarinkEngine/src/AssetManager/ModelImporter.h"
#include <imgui.h>
#include "GUI.h"
#include "Util.h"
#include <entt/entt.hpp>
#include "../../BarinkEngine/src/PerfCounter.h"
/*
* Define globals
*/
Scene scene;
BarinkEngine::Renderable* renderable;
BarinkEngine::SceneObject* object;
Entity cube;
/*
* Runs once at startup
* - USe to initialize the game/sandbox/demo
*/
void Start() {
auto importer = BarinkEngine::ModelImporter();
// Load in asset(S)
object = importer.Import("build/Debug/Models/Cube.obj");
renderable = object->renderable;
// Add Entities to the scene
cube = scene.AddEntity("cube");
auto& render3DComponent = cube.AddComponent<BarinkEngine::Render3DComponent>();
render3DComponent.mesh = *renderable->mesh;
cube.GetComponent<BarinkEngine::TransformComponent>()
.transform = glm::rotate(glm::mat4(1.0f), 32.0f, glm::vec3(0.5f,1.0f,0.0f));
// Create a second cube
auto cube2 = scene.AddEntity("Cube2");
auto& cube2Render = cube2.AddComponent<BarinkEngine::Render3DComponent>();
cube2Render.mesh = *renderable->mesh;
cube2Render.color = glm::vec3(0.0f, 1.0f, 0.0f);
auto& cube2Trans = cube2.GetComponent<BarinkEngine::TransformComponent>();
cube2Trans.transform = glm::translate( glm::mat4(1.0f), glm::vec3(1.0f,0.0f, 5.0f));
// Create a light
auto AmbientLight = scene.AddEntity("AmbientLight");
AmbientLight.AddComponent<BarinkEngine::LightComponent>();
renderer.Prepare(scene);
}
/*
* Runs every frame
* - Use to draw Immediate mode graphics (Not meant for HUD's )
*/
void ImmediateGraphicsDraw()
{
// Show internal BarinkEngine stats
EngineInstrumentation::ShowStats();
ImGui::Begin("Scene view");
auto group = scene.getReg().view<BarinkEngine::IdentifierComponent>();
group.each([](auto entity, BarinkEngine::IdentifierComponent& identifier) {
ImGui::Text("%s", identifier.name.c_str());
});
ImGui::End();
ImGui::ShowMetricsWindow();
ImGui::Begin("Settings");
auto& a = cube.GetComponent<BarinkEngine::Render3DComponent>();
auto& b = cube.GetComponent<BarinkEngine::TransformComponent>();
ImGui::DragFloat3("Color", &a.color[0], 0.01f, 0.0f, 1.0f);
ImGui::DragFloat3("Position", &b.transform[3][0], 0.01f, 0.0f, 16.0f);
auto l = scene.getReg().view<BarinkEngine::LightComponent>();
l.each([](auto entity, BarinkEngine::LightComponent& light) {
ImGui::Text("Lighting");
ImGui::SliderFloat("Intensity", &light.Strength, 0.0f, 1.0f);
ImGui::SliderFloat3("l-Color", &light.Color[0], 0.0f, 1.0f);
});
ImGui::End();
}
/*
* Runs every frame
* - Meant for game logic ( non-physics related)
*/
void Update()
{
}
void Render()
{
renderer.Render(scene);
}
/*
* Runs at the end of the program
* - Meant for cleanup
*/
void Stop()
{
}

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

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

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

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

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

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