Rendering refactoring

This commit is contained in:
Antoine Pilote
2021-07-12 20:17:16 -04:00
parent c2ce3c9cb9
commit 38ceae6fa9
40 changed files with 504 additions and 632 deletions

View File

@@ -1,28 +1,33 @@
#include "EditorInterface.h"
#include "src/Vendors/imgui/imgui.h"
#include <src/Vendors/imgui/ImGuizmo.h>
#include <src/Rendering/Textures/Texture.h>
#include <Engine.h>
#include <src/Scene/Components/LightComponent.h>
#include <src/Core/Physics/PhysicsManager.h>
#include <src/Scene/Components/Components.h>
#include <src/Vendors/glm/gtc/type_ptr.hpp>
#include <src/Vendors/glm/gtx/matrix_decompose.hpp>
#include "src/Scene/Entities/ImGuiHelper.h"
#include <map>
#include <src/Core/MaterialManager.h>
#include "../Resource/FontAwesome5.h"
#include <src/Scene/Components/BoxCollider.h>
#include <algorithm>
#include <Dependencies/GLEW/include/GL/glew.h>
#include "src/Resource/Project.h"
#include <src/Scene/Components/LuaScriptComponent.h>
#include <src/Core/Logger.h>
#include <src/Scene/Components/WrenScriptComponent.h>
#include "ProjectInterface.h"
#include <src/Scene/Systems/QuakeMapBuilder.h>
#include "EditorInterface.h"
#include "Engine.h"
#include "src/Core/Logger.h"
#include "src/Vendors/imgui/imgui.h"
#include "src/Vendors/imgui/ImGuizmo.h"
#include "src/Scene/Entities/ImGuiHelper.h"
#include "src/Rendering/Textures/Texture.h"
#include "src/Rendering/Textures/MaterialManager.h"
#include "src/Core/Physics/PhysicsManager.h"
#include "src/Vendors/glm/gtc/type_ptr.hpp"
#include "src/Vendors/glm/gtx/matrix_decompose.hpp"
#include "src/Resource/FontAwesome5.h"
#include "Dependencies/GLEW/include/GL/glew.h"
#include "src/Scene/Components/Components.h"
#include "src/Scene/Components/BoxCollider.h"
#include "src/Scene/Components/LuaScriptComponent.h"
#include "src/Scene/Components/WrenScriptComponent.h"
#include "src/Scene/Systems/QuakeMapBuilder.h"
#include "src/Scene/Components/LightComponent.h"
namespace Nuake {
Ref<UI::UserInterface> userInterface;
@@ -367,8 +372,8 @@ namespace Nuake {
if (ImGui::MenuItem("Light Component") && !m_SelectedEntity.HasComponent<LightComponent>())
m_SelectedEntity.AddComponent<LightComponent>();
ImGui::Separator();
if (ImGui::MenuItem("Model Component") && !m_SelectedEntity.HasComponent<ModelComponent>())
m_SelectedEntity.AddComponent<ModelComponent>();
if (ImGui::MenuItem("Mesh Component") && !m_SelectedEntity.HasComponent<MeshComponent>())
m_SelectedEntity.AddComponent<MeshComponent>();
if (ImGui::MenuItem("Quake map Component") && !m_SelectedEntity.HasComponent<QuakeMapComponent>())
m_SelectedEntity.AddComponent<QuakeMapComponent>();
ImGui::Separator();
@@ -411,12 +416,12 @@ namespace Nuake {
ImGui::Separator();
}
if (m_SelectedEntity.HasComponent<ModelComponent>()) {
if (m_SelectedEntity.HasComponent<MeshComponent>()) {
std::string icon = ICON_FA_MALE;
if (ImGui::CollapsingHeader((icon + " " + "Model").c_str(), ImGuiTreeNodeFlags_DefaultOpen))
if (ImGui::CollapsingHeader((icon + " " + "Mesh").c_str(), ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::TextColored(ImGui::GetStyleColorVec4(1), "Model properties");
auto& component = m_SelectedEntity.GetComponent<ModelComponent>();
ImGui::TextColored(ImGui::GetStyleColorVec4(1), "Mesh properties");
auto& component = m_SelectedEntity.GetComponent<MeshComponent>();
// Path
std::string path = component.ModelPath;
char pathBuffer[256];