Serialization work

This commit is contained in:
Antoine Pilote
2021-05-15 23:57:26 -04:00
parent b53d2e729e
commit 5f364dabb2
27 changed files with 368 additions and 305 deletions

View File

@@ -181,7 +181,7 @@ int main()
EditorInterface editor;
editor.BuildFonts();
CreateScene();
//CreateScene();
while (!Engine::GetCurrentWindow()->ShouldClose())
{

View File

@@ -16,6 +16,7 @@
#include <src/Scene/Entities/Components/BoxCollider.h>
#include <algorithm>
#include <Dependencies/GLEW/include/GL/glew.h>
#include "src/Resource/Project.h"
ImFont* normalFont;
ImFont* bigIconFont;
@@ -180,6 +181,8 @@ void EditorInterface::DrawSceneTree()
{
Ref<Scene> scene = Engine::GetCurrentScene();
if (!scene)
return;
if (ImGui::Begin("Environnement"))
{
auto env = Engine::GetCurrentScene()->GetEnvironment();
@@ -842,13 +845,36 @@ void EditorInterface::Draw()
{
if (ImGui::BeginMenu("File"))
{
if (ImGui::MenuItem("New project", "CTRL+N")) {}
if (ImGui::MenuItem("Open...", "CTRL+O")) {
FileDialog::OpenFile(".project");
if (ImGui::MenuItem("New project", "CTRL+N"))
{
if(Engine::GetProject())
Engine::GetProject()->Save();
// Parse the project and load it.
std::string selectedProject = FileDialog::SaveFile(".project") + ".project";
Ref<Project> project = Project::New("Unnamed project", "no description", selectedProject);
Engine::LoadProject(project);
Ref<Scene> scene = Scene::New();
Engine::LoadScene(scene);
}
if (ImGui::MenuItem("Save", "CTRL+S")) {}
if (ImGui::MenuItem("Save as...", "CTRL+SHIFT+S")) {
FileDialog::SaveFile(".project");
if (ImGui::MenuItem("Open...", "CTRL+O"))
{
// Parse the project and load it.
std::string selectedProject = FileDialog::OpenFile(".project");
Ref<Project> project = Project::Load(selectedProject);
Engine::LoadProject(project);
}
if (ImGui::MenuItem("Save", "CTRL+S"))
{
Engine::GetProject()->Save();
Engine::GetCurrentScene()->Save();
}
if (ImGui::MenuItem("Save as...", "CTRL+SHIFT+S"))
{
std::string savePath = FileDialog::SaveFile("*.project");
Engine::GetProject()->SaveAs(savePath);
}
ImGui::EndMenu();
}

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@@ -7,20 +7,24 @@ float Engine::m_LastFrameTime = 0.0f;
Ref<Window> Engine::CurrentWindow;
bool Engine::IsPlayMode = false;
Ref<Project> Engine::CurrentProject;
#include "../Rendering/Renderer.h"
#include <imgui/imgui_impl_glfw.h>
#include <imgui/imgui_impl_opengl3.h>
void Engine::Init()
{
PhysicsManager::Get()->Init();
FileSystem::Scan();
CurrentWindow = std::make_shared<Window>();
}
void Engine::Tick()
{
if (!CurrentWindow->GetScene())
return;
float time = (float)glfwGetTime();
Timestep timestep = time - m_LastFrameTime;
m_LastFrameTime = time;
@@ -49,6 +53,11 @@ void Engine::ExitPlayMode()
void Engine::Draw()
{
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
Window::Get()->Draw();
}
@@ -72,6 +81,27 @@ Ref<Scene> Engine::GetCurrentScene()
return CurrentWindow->GetScene();
}
bool Engine::LoadScene(Ref<Scene> scene)
{
CurrentWindow->SetScene(scene);
return true;
}
Ref<Project> Engine::GetProject()
{
return CurrentProject;
}
bool Engine::LoadProject(Ref<Project> project)
{
CurrentProject = project;
Ref<Scene> newScene = CreateRef<Scene>();
Engine::LoadScene(newScene);
return true;
}
int Engine::HelloWorld()
{
return 1;

View File

@@ -2,13 +2,13 @@
#include "src/Core/Core.h"
#include "src/Window.h"
#include "src/Scene/Scene.h"
#include "src/Resource/Project.h"
class __declspec(dllexport) Engine {
class Engine {
private:
static float m_LastFrameTime;
static Ref<Window> CurrentWindow;
static Ref<Project> CurrentProject;
public:
static bool IsPlayMode;
@@ -26,4 +26,8 @@ public:
static int HelloWorld();
static Ref<Window> GetCurrentWindow();
static Ref<Scene> GetCurrentScene();
static bool LoadScene(Ref<Scene> scene);
static Ref<Project> GetProject();
static bool LoadProject(Ref<Project> project);
};

View File

@@ -30,7 +30,6 @@ std::string FileDialog::OpenFile(const char* filter)
return std::string();
}
std::string FileDialog::SaveFile(const char* filter)
{
@@ -51,11 +50,9 @@ std::string FileDialog::SaveFile(const char* filter)
return std::string();
}
std::string FileSystem::Root = "resources\\";
Ref<Directory> FileSystem::RootDirectory;
Ref<Directory> FileSystem::RootDirectory;
void FileSystem::ScanDirectory(Ref<Directory> directory)
{
for (const auto& entry : std::filesystem::directory_iterator(directory->fullPath))
@@ -82,7 +79,10 @@ void FileSystem::ScanDirectory(Ref<Directory> directory)
}
}
}
bool FileSystem::DirectoryExists(const std::string path)
{
return false;
}
void FileSystem::Scan()
{
RootDirectory = CreateRef<Directory>();

View File

@@ -37,7 +37,12 @@ public:
static Ref<Directory> RootDirectory;
static void Scan();
static Ref<Directory> GetFileTree();
static void ScanDirectory(Ref<Directory> directory);
static void GetDirectories();
static Ref<Directory> GetFileTree();
static bool DirectoryExists(const std::string path);
static bool FileExists(const std::string path);
};

View File

@@ -7,7 +7,7 @@ namespace Physics {
enum RigidbodyShapes {
BOX, SPHERE, CAPSULE, MESH
};
class __declspec(dllexport) PhysicShape {
class PhysicShape {
protected:
btCollisionShape* bShape;
RigidbodyShapes m_Type;

View File

@@ -64,5 +64,21 @@ glm::mat4 Camera::GetTransformRotation()
return lookAt(glm::vec3(), cameraFront, cameraUp);
}
json Camera::Serialize()
{
BEGIN_SERIALIZE();
SERIALIZE_VAL(m_Type);
SERIALIZE_VAL(AspectRatio);
SERIALIZE_VAL(Fov);
SERIALIZE_VAL(Exposure);
SERIALIZE_VAL(Speed);
END_SERIALIZE();
}
bool Camera::Deserialize(const std::string& str)
{
return false;
}

View File

@@ -2,19 +2,20 @@
#include "../Core/Timestep.h"
#include <glm\vec3.hpp>
#include <glm\ext\matrix_float4x4.hpp>
#include "../Resource/Serializable.h"
enum CAMERA_TYPE {
ORTHO,
PERSPECTIVE
};
class EditorCamera;
class __declspec(dllexport) Camera
class Camera : public ISerializable
{
private:
CAMERA_TYPE m_Type;
float AspectRatio = 16.0f / 9.0f;
glm::vec3 Rotation = { 0.0f, 0.0f, 0.0f };
glm::vec3 Scale = { 1.0f, 1.0f, 1.0f };
@@ -56,5 +57,8 @@ public:
glm::mat4 GetTransform();
glm::mat4 GetTransformRotation();
json Serialize() override;
bool Deserialize(const std::string& str) override;
friend EditorCamera;
};

View File

@@ -84,4 +84,21 @@ void ProceduralSky::Draw(Ref<Camera> cam) {
glm::vec3 ProceduralSky::GetSunDirection() {
return SunDirection;
}
}
json ProceduralSky::Serialize()
{
BEGIN_SERIALIZE()
SERIALIZE_VAL(SurfaceRadius);
SERIALIZE_VAL(AtmosphereRadius);
SERIALIZE_VEC3(RayleighScattering);
SERIALIZE_VEC3(MieScattering);
SERIALIZE_VAL(SunIntensity);
SERIALIZE_VEC3(SunDirection);
END_SERIALIZE();
}
bool ProceduralSky::Deserialize(const std::string& str)
{
return false;
}

View File

@@ -2,14 +2,17 @@
#include <glm/ext/vector_float3.hpp>
#include "Vertex.h"
#include "../Core/Core.h"
#include "../Resource/Serializable.h"
class Camera;
class ProceduralSky {
class ProceduralSky : ISerializable {
public:
float SurfaceRadius = 6360e3;
float AtmosphereRadius = 6380e3;
glm::vec3 RayleighScattering = glm::vec3(58e-7, 135e-7, 331e-7);
glm::vec3 MieScattering = glm::vec3(2e-5);
float SunIntensity = 100.0;
glm::vec3 CenterPoint = glm::vec3(0, -SurfaceRadius, 0);
glm::vec3 SunDirection = glm::vec3(0.20000, 0.95917, 0.20000);
unsigned int VAO;
@@ -19,4 +22,6 @@ public:
glm::vec3 GetSunDirection();
json Serialize() override;
bool Deserialize(const std::string& str) override;
};

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@@ -1,7 +1,8 @@
#pragma once
#include "TransformComponent.h"
#include "../Core/Core.h"
class __declspec(dllexport) CameraComponent {
#include "../Resource/Serializable.h"
class CameraComponent {
public:
Ref<Camera> CameraInstance;
TransformComponent* transformComponent;
@@ -9,4 +10,11 @@ public:
CameraComponent();
void DrawEditor();
json Serialize()
{
BEGIN_SERIALIZE();
SERIALIZE_OBJECT(CameraInstance);
END_SERIALIZE();
}
};

View File

@@ -5,13 +5,13 @@
#include "../Rendering/Camera.h"
#include "../../../Rendering/Framebuffer.h"
#include "BaseComponent.h";
#include "../Resource/Serializable.h"
enum LightType {
Directional, Point, Spot
};
class __declspec(dllexport) LightComponent {
class LightComponent {
public:
glm::vec2 yes = glm::vec2(2, 2);
@@ -201,4 +201,17 @@ public:
void SetType(LightType type);
json Serialize()
{
BEGIN_SERIALIZE();
SERIALIZE_VAL(Type);
SERIALIZE_VEC3(Direction);
SERIALIZE_VEC3(Color);
SERIALIZE_VAL(IsVolumetric);
SERIALIZE_VAL(Strength);
SERIALIZE_VAL(SyncDirectionWithSky);
SERIALIZE_VAL(CastShadows);
END_SERIALIZE();
}
};

View File

@@ -3,7 +3,7 @@
#include <glm\ext\matrix_float4x4.hpp>
#include "BaseComponent.h";
class __declspec(dllexport) MeshComponent {
class MeshComponent {
private:
unsigned int VAO;

View File

@@ -1,5 +1,14 @@
#pragma once
#include "../Resource/Serializable.h"
class NameComponent {
public:
std::string Name = "Entity";
json Serialize()
{
BEGIN_SERIALIZE();
SERIALIZE_VAL(Name);
END_SERIALIZE();
}
};

View File

@@ -2,10 +2,18 @@
#include "../Entity.h"
struct ParentComponent
{
Entity Parent;
bool HasParent = false;
std::vector<Entity> Children = std::vector<Entity>();
json Serialize()
{
BEGIN_SERIALIZE();
SERIALIZE_VAL(HasParent);
if(HasParent)
SERIALIZE_VAL_LBL("Parent", Parent.GetHandle());
END_SERIALIZE();
}
};

View File

@@ -3,7 +3,9 @@
#include <vector>
#include "../Rendering/Mesh/Mesh.h"
#include "../Resource/TrenchbroomMap.h"
class __declspec(dllexport) QuakeMap {
#include "../Resource/Serializable.h"
class QuakeMap {
private:
@@ -18,4 +20,11 @@ public:
void Draw();
void DrawEditor();
json Serialize()
{
BEGIN_SERIALIZE();
SERIALIZE_VAL(HasCollisions);
SERIALIZE_VAL(Path);
END_SERIALIZE();
}
};

View File

@@ -32,7 +32,6 @@ float RigidBodyComponent::GetMass() {
return 0.0f;
}
void RigidBodyComponent::SetMass(float m)
{
if (!m_Rigidbody)

View File

@@ -1,7 +1,8 @@
#pragma once
#include <glm\ext\matrix_float4x4.hpp>
#include "BaseComponent.h";
class __declspec(dllexport) TransformComponent {
#include "../Resource/Serializable.h"
class TransformComponent {
public:
glm::vec3 Translation;
glm::vec3 Rotation;
@@ -11,4 +12,14 @@ public:
glm::mat4 GetTransform();
void DrawEditor();
json Serialize()
{
BEGIN_SERIALIZE();
SERIALIZE_VAL_LBL("Type", "TransformComponent");
SERIALIZE_VEC3(Translation);
SERIALIZE_VEC3(Rotation);
SERIALIZE_VEC3(Scale);
END_SERIALIZE();
}
};

View File

@@ -2,6 +2,11 @@
#include "Components/ParentComponent.h"
#include "Entity.h"
#include "Components/NameComponent.h"
#include "Components/TransformComponent.h"
#include "Components/CameraComponent.h"
#include "Components/QuakeMap.h"
#include "Components/LightComponent.h"
void Entity::AddChild(Entity ent)
{
if ((int)m_EntityHandle != ent.GetHandle())
@@ -13,6 +18,26 @@ void Entity::AddChild(Entity ent)
}
}
json Entity::Serialize()
{
BEGIN_SERIALIZE();
SERIALIZE_OBJECT_REF_LBL("NameComponent", GetComponent<NameComponent>());
SERIALIZE_OBJECT_REF_LBL("ParentComponent", GetComponent<ParentComponent>());
SERIALIZE_OBJECT_REF_LBL("TransformComponent", GetComponent<TransformComponent>());
if(HasComponent<CameraComponent>())
SERIALIZE_OBJECT_REF_LBL("CameraComponent", GetComponent<CameraComponent>());
if(HasComponent<QuakeMap>())
SERIALIZE_OBJECT_REF_LBL("QuakemapComponent", GetComponent<QuakeMap>());
if (HasComponent<LightComponent>())
SERIALIZE_OBJECT_REF_LBL("LightComponent", GetComponent<LightComponent>());
END_SERIALIZE();
}
bool Entity::Deserialize(const std::string& str)
{
return false;
}
Entity::Entity(entt::entity handle, Scene* scene)
{
m_EntityHandle = handle;

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@@ -3,7 +3,9 @@
#include <glm\ext\matrix_float4x4.hpp>
#include "../Scene.h"
#include "Components/BaseComponent.h"
class __declspec(dllexport) Entity
#include "../Resource/Serializable.h"
class __declspec(dllexport) Entity : public ISerializable
{
public:
Entity(entt::entity handle, Scene* scene);
@@ -49,6 +51,10 @@ public:
{
return !(*this == other);
}
json Serialize() override;
bool Deserialize(const std::string& str);
private:
entt::entity m_EntityHandle;
Scene* m_Scene;

View File

@@ -24,4 +24,19 @@ void Environment::Push() {
//Renderer::m_Shader->SetUniform4f("u_AmbientColor", 1.0f, 1.0f, 1.0f, 1.0f);
Renderer::m_Shader->SetUniform1f("u_FogAmount", VolumetricFog);
Renderer::m_Shader->SetUniform1f("u_FogStepCount", VolumetricStepCount);
}
}
json Environment::Serialize()
{
BEGIN_SERIALIZE();
SERIALIZE_VAL(VolumetricFog);
SERIALIZE_VAL(VolumetricStepCount);
SERIALIZE_VEC4(AmbientColor);
SERIALIZE_OBJECT(ProceduralSkybox);
END_SERIALIZE();
}
bool Environment::Deserialize(const std::string& str)
{
return false;
}

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@@ -4,7 +4,8 @@
#include "../Core/Core.h"
#include "../Rendering/ProceduralSky.h"
class __declspec(dllexport) Environment
#include "../Resource/Serializable.h"
class Environment : public ISerializable
{
public:
Environment();
@@ -15,10 +16,11 @@ public:
Ref<ProceduralSky> ProceduralSkybox;
glm::vec4 m_AmbientColor;
glm::vec4 GetAmbientColor();
void SetAmbientColor(glm::vec4 color);
void Push();
json Serialize() override;
bool Deserialize(const std::string& str) override;
};

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@@ -9,29 +9,40 @@
#include <GL/glew.h>
#include "Entities/Components/BoxCollider.h"
#include "../../Engine.h"
#include "../Core/FileSystem.h"
#include <fstream>
#include <streambuf>
Ref<Scene> Scene::New()
{
return CreateRef<Scene>();
}
Scene::Scene()
{
m_Environement = CreateRef<Environment>();
auto camEntity = CreateEntity("Camera");
camEntity.AddComponent<CameraComponent>().transformComponent = &camEntity.GetComponent<TransformComponent>();
m_EditorCamera = CreateRef<EditorCamera>();
}
Scene::~Scene() {
}
void Scene::Init() {
//m_Skybox = new SkyboxHDR("Res/Textures/Skyboxes/HDR/lilienstein_4k.hdr");
m_Environement = CreateRef<Environment>();
}
Scene::~Scene() {}
std::string Scene::GetName()
{
return this->Name;
}
bool Scene::SetName(std::string& newName)
{
if (newName == "")
return false;
this->Name = newName;
return true;
}
void Scene::OnInit()
{
@@ -145,7 +156,6 @@ void Scene::Update(Timestep ts)
void Scene::EditorUpdate(Timestep ts)
{
m_EditorCamera->Update(ts);
}
@@ -206,72 +216,6 @@ void Scene::DrawShadows()
}
}
void Scene::DrawGBuffer()
{
Renderer::m_GBufferShader->Bind();
Ref<Camera> cam = nullptr;
{
auto view = m_Registry.view<TransformComponent, CameraComponent>();
for (auto e : view) {
auto [transform, camera] = view.get<TransformComponent, CameraComponent>(e);
cam = camera.CameraInstance;
cam->Translation = transform.Translation;
break;
}
}
if (cam)
{
auto view = m_Registry.view<TransformComponent, ModelComponent>();
for (auto e : view) {
auto [transform, model] = view.get<TransformComponent, ModelComponent>(e);
Renderer::m_GBufferShader->SetUniformMat4f("u_View", cam->GetTransform());
Renderer::m_GBufferShader->SetUniformMat4f("u_Projection", cam->GetPerspective());
Renderer::m_GBufferShader->SetUniformMat4f("u_Model", transform.GetTransform());
model.Draw();
}
auto view2 = m_Registry.view<TransformComponent, QuakeMap>();
for (auto e : view2) {
auto [transform, model] = view2.get<TransformComponent, QuakeMap>(e);
Renderer::m_GBufferShader->SetUniformMat4f("u_View", cam->GetTransform());
Renderer::m_GBufferShader->SetUniformMat4f("u_Projection", cam->GetPerspective());
Renderer::m_GBufferShader->SetUniformMat4f("u_Model", transform.GetTransform());
model.Draw();
}
}
}
void Scene::DrawDeferred()
{
// Find the camera of the scene.
Ref<Camera> cam = nullptr;
{
auto view = m_Registry.view<TransformComponent, CameraComponent>();
for (auto e : view) {
auto [transform, camera] = view.get<TransformComponent, CameraComponent>(e);
cam = camera.CameraInstance;
break;
}
}
{
auto view = m_Registry.view<TransformComponent, LightComponent>();
for (auto l : view) {
auto [transform, light] = view.get<TransformComponent, LightComponent>(l);
//light.DrawDeferred(transform, cam);
}
}
//m_Skybox->Draw(cam->GetPerspective(), cam->GetTransform());
if (m_Skybox != nullptr)
m_Skybox->Push();
glm::vec3 camPos = cam->GetTranslation();
Renderer::m_DeferredShader->SetUniform1f("u_Exposure", cam->Exposure);
Renderer::m_DeferredShader->SetUniform3f("u_EyePosition", camPos.x, camPos.y, camPos.z);
Renderer::m_DeferredShader->SetUniformMat4f("u_View", cam->GetTransform());
Renderer::m_DeferredShader->SetUniformMat4f("u_Projection", cam->GetPerspective());
}
void Scene::Draw()
{
@@ -433,7 +377,6 @@ void Scene::EditorDraw()
{
currentParent = currentParent.GetComponent<ParentComponent>().Parent;
globalOffset += currentParent.GetComponent<TransformComponent>().Translation;
}
copyT.Translation = globalOffset;
@@ -589,7 +532,7 @@ glm::vec3 Scene::GetGlobalPosition(Entity ent)
}
Entity Scene::GetEntity(const std::string name)
Entity Scene::GetEntity(const std::string& name)
{
std::vector<Entity> allEntities;
auto view = m_Registry.view<TransformComponent, NameComponent>();
@@ -600,7 +543,7 @@ Entity Scene::GetEntity(const std::string name)
}
}
Entity Scene::CreateEntity(const std::string name) {
Entity Scene::CreateEntity(const std::string& name) {
Entity entity = { m_Registry.create(), this };
// Must have transform
@@ -635,7 +578,6 @@ Ref<Camera> Scene::GetCurrentCamera()
}
}
return cam;
}
return m_EditorCamera;
@@ -644,3 +586,39 @@ Ref<Camera> Scene::GetCurrentCamera()
Ref<Environment> Scene::GetEnvironment() {
return m_Environement;
}
bool Scene::Save()
{
if (Path == "")
Path = FileDialog::SaveFile("*.scene") + ".scene";
return SaveAs(Path);
}
bool Scene::SaveAs(const std::string& path)
{
std::ofstream sceneFile;
sceneFile.open(path);
sceneFile << Serialize().dump(4);
sceneFile.close();
return true;
}
json Scene::Serialize()
{
BEGIN_SERIALIZE();
SERIALIZE_VAL(Name);
SERIALIZE_OBJECT(m_Environement)
std::vector<json> entities = std::vector<json>();
for (Entity e : GetAllEntities())
entities.push_back(e.Serialize());
SERIALIZE_VAL_LBL("Entities", entities);
END_SERIALIZE();
}
bool Scene::Deserialize(const std::string& str)
{
return false;
}

View File

@@ -8,9 +8,10 @@
#include "../Rendering/ProceduralSky.h"
#include "../Core/Core.h"
#include "EditorCamera.h"
#include "../Resource/Serializable.h"
class Entity;
class __declspec(dllexport) Scene
class Scene : public ISerializable
{
friend Entity;
@@ -18,13 +19,17 @@ private:
Ref<Environment> m_Environement;
entt::registry m_Registry;
Ref<EditorCamera> m_EditorCamera;
std::string Name;
std::string Path = "";
bool has_changed = true;
public:
SkyboxHDR* m_Skybox;
static Ref<Scene> New();
Scene();
~Scene();
std::string GetName();
bool SetName(std::string& newName);
void Init();
void OnInit();
void OnExit();
@@ -39,10 +44,17 @@ public:
std::vector<Entity> GetAllEntities();
glm::vec3 GetGlobalPosition(Entity ent);
Entity GetEntity(const std::string name);
Entity CreateEntity(const std::string name);
Entity GetEntity(const std::string& name);
Entity CreateEntity(const std::string& name);
void DestroyEntity(Entity entity);
Ref<Camera> GetCurrentCamera();
Ref<Environment> GetEnvironment();
bool Save();
bool SaveAs(const std::string& path);
json Serialize() override;
bool Deserialize(const std::string& str) override;
};

View File

@@ -39,7 +39,7 @@ Window::Window()
Init();
Renderer::Init();
m_Scene->Init();
//m_Scene->Init();
}
Window::~Window()
@@ -62,6 +62,12 @@ GLFWwindow* Window::GetHandle()
return m_Window;
}
bool Window::SetScene(Ref<Scene> scene)
{
m_Scene = scene;
return true;
}
Ref<Scene> Window::GetScene()
{
return m_Scene;
@@ -205,7 +211,7 @@ int Window::Init()
ImGui_ImplGlfw_InitForOpenGL(m_Window, true);
ImGui_ImplOpenGL3_Init("#version 330");
m_Scene = CreateRef<Scene>();
//m_Scene = CreateRef<Scene>();
return 0;
}
@@ -224,163 +230,14 @@ bool init = false;
void Window::Draw()
{
Ref<Camera> cam = m_Scene->GetCurrentCamera();
if (!m_Scene)
return;
Ref<Camera> cam = m_Scene->GetCurrentCamera();
if (!cam)
return;
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
/*
static int selected = 0;
{
//QuadEntity* selectedEntity = m_Scene->GetEntity(selected);
ImGui::Begin("Scene");
{
ImGui::BeginChild("Buttons", ImVec2(300, 20), false);
if (ImGui::Button("Add")) {
m_Scene->CreateEntity("Entity");
}
ImGui::SameLine();
if (ImGui::Button("Remove"))
{
m_Scene->DestroyEntity(selectedEntity);
selectedEntity = m_Scene->GetAllEntities().at(0);
};
ImGui::EndChild();
int idx = 0;
for (Entity e : m_Scene->GetAllEntities()) {
std::string name = e.GetComponent<NameComponent>().Name;
if (ImGui::Selectable(name.c_str(), selected == idx)) {
selected = idx;
selectedEntity = e;
}
if (ImGui::BeginPopupContextItem())
{
// your popup code
ImGui::EndPopup();
}
idx++;
}
}
ImGui::End();
}
bool show = true;
int id = 0;
//
//m_Scene->DrawShadows();
//
// Drawing to texture.
ImGui::Begin("ShadowMap");
{
ImVec2 regionAvail = ImGui::GetContentRegionAvail();
glm::vec2 viewportPanelSize = glm::vec2(regionAvail.x, regionAvail.y);
if (selectedEntity.HasComponent<LightComponent>())
ImGui::Image((void*)selectedEntity.GetComponent<LightComponent>().m_Framebuffer->GetTexture()->GetID(), regionAvail, ImVec2(0, 1), ImVec2(1, 0));
ImGui::End();
}
//m_GBuffer->Bind();
//m_Scene->DrawGBuffer();
//m_GBuffer->Unbind();
////
//DrawQuad();
ImGui::Begin("Deferred output");
{
ImVec2 regionAvail = ImGui::GetContentRegionAvail();
glm::vec2 viewportPanelSize = glm::vec2(regionAvail.x, regionAvail.y);
ImGui::Image((void*)m_DeferredFrambuffer->GetTexture()->GetID(), regionAvail, ImVec2(0, 1), ImVec2(1, 0));
ImGui::End();
}
// Draw rect
//Renderer::m_DeferredShader->Bind();
ImGui::Begin("depth");
{
ImVec2 regionAvail = ImGui::GetContentRegionAvail();
glm::vec2 viewportPanelSize = glm::vec2(regionAvail.x, regionAvail.y);
ImGui::Image((void*)m_GBuffer->gDepth, regionAvail, ImVec2(0, 1), ImVec2(1, 0));
ImGui::End();
}
ImGui::Begin("Albedo");
{
ImVec2 regionAvail = ImGui::GetContentRegionAvail();
glm::vec2 viewportPanelSize = glm::vec2(regionAvail.x, regionAvail.y);
// If viewport is resized
if (m_GBuffer->GetSize() != viewportPanelSize)
{
// Update FBO size and camera aspect ratio.
//m_Framebuffer->UpdateSize(viewportPanelSize);
//cam->OnWindowResize(viewportPanelSize.x, viewportPanelSize.y);
}
ImGui::Image((void*)m_GBuffer->gAlbedo, regionAvail, ImVec2(0, 1), ImVec2(1, 0));
ImGui::End();
}
ImGui::Begin("Material");
{
ImVec2 regionAvail = ImGui::GetContentRegionAvail();
glm::vec2 viewportPanelSize = glm::vec2(regionAvail.x, regionAvail.y);
// If viewport is resized
if (m_GBuffer->GetSize() != viewportPanelSize)
{
// Update FBO size and camera aspect ratio.
//m_Framebuffer->UpdateSize(viewportPanelSize);
//cam->OnWindowResize(viewportPanelSize.x, viewportPanelSize.y);
}
ImGui::Image((void*)m_GBuffer->gMaterial, regionAvail, ImVec2(0, 1), ImVec2(1, 0));
ImGui::End();
}
ImGui::Begin("Normal");
{
ImVec2 regionAvail = ImGui::GetContentRegionAvail();
glm::vec2 viewportPanelSize = glm::vec2(regionAvail.x, regionAvail.y);
// If viewport is resized
if (m_GBuffer->GetSize() != viewportPanelSize)
{
// Update FBO size and camera aspect ratio.
//m_Framebuffer->UpdateSize(viewportPanelSize);
//cam->OnWindowResize(viewportPanelSize.x, viewportPanelSize.y);
}
ImGui::Image((void*)m_GBuffer->gNormal, regionAvail, ImVec2(0, 1), ImVec2(1, 0));
ImGui::End();
}
*/
Renderer::BeginDraw(cam);
glCullFace(GL_FRONT);
@@ -411,33 +268,33 @@ void Window::EndDraw()
void Window::DrawQuad()
{
Renderer::m_DeferredShader->Bind();
//Renderer::m_DeferredShader->Bind();
m_DeferredFrambuffer->Bind();
//m_DeferredFrambuffer->Bind();
m_Scene->DrawDeferred();
//m_Scene->DrawDeferred();
glActiveTexture(GL_TEXTURE0 + 5);
glBindTexture(GL_TEXTURE_2D, m_GBuffer->gAlbedo);
glActiveTexture(GL_TEXTURE0 + 6);
glBindTexture(GL_TEXTURE_2D, m_GBuffer->gNormal);
glActiveTexture(GL_TEXTURE0 + 7);
glBindTexture(GL_TEXTURE_2D, m_GBuffer->gMaterial);
glActiveTexture(GL_TEXTURE0 + 8);
glBindTexture(GL_TEXTURE_2D, m_GBuffer->gDepth);
Renderer::m_DeferredShader->SetUniform1i("m_Albedo", 5);
Renderer::m_DeferredShader->SetUniform1i("m_Depth", 8);
Renderer::m_DeferredShader->SetUniform1i("m_Normal", 6);
Renderer::m_DeferredShader->SetUniform1i("m_Material", 7);
glBindVertexArray(vao);
glDrawArrays(GL_TRIANGLES, 0, 6);
m_DeferredFrambuffer->Unbind();
//glActiveTexture(GL_TEXTURE0 + 5);
//glBindTexture(GL_TEXTURE_2D, m_GBuffer->gAlbedo);
//
//glActiveTexture(GL_TEXTURE0 + 6);
//glBindTexture(GL_TEXTURE_2D, m_GBuffer->gNormal);
//
//glActiveTexture(GL_TEXTURE0 + 7);
//glBindTexture(GL_TEXTURE_2D, m_GBuffer->gMaterial);
//
//glActiveTexture(GL_TEXTURE0 + 8);
//glBindTexture(GL_TEXTURE_2D, m_GBuffer->gDepth);
//
//Renderer::m_DeferredShader->SetUniform1i("m_Albedo", 5);
//Renderer::m_DeferredShader->SetUniform1i("m_Depth", 8);
//Renderer::m_DeferredShader->SetUniform1i("m_Normal", 6);
//Renderer::m_DeferredShader->SetUniform1i("m_Material", 7);
//
//glBindVertexArray(vao);
//glDrawArrays(GL_TRIANGLES, 0, 6);
//
//m_DeferredFrambuffer->Unbind();
}

View File

@@ -22,6 +22,8 @@ public:
static Window* Get();
GLFWwindow* GetHandle();
int Init();
void Update(Timestep ts);
void Draw();
@@ -33,5 +35,7 @@ public:
void DrawQuad();
Ref<Scene> GetScene();
bool SetScene(Ref<Scene> scene);
Ref<FrameBuffer> GetFrameBuffer() const;
};