Added editor Gizmos, and shader manager

This commit is contained in:
Antoine Pilote
2021-07-10 19:27:13 -04:00
parent 935e0831a7
commit 81db910e7f
12 changed files with 170 additions and 118 deletions

View File

@@ -14,65 +14,73 @@
#include <src/Vendors/glm/trigonometric.hpp>
#include <src/Scripting/ScriptingEngine.h>
#include <src/Resource/FGD/FGDFile.h>
#include <src/Rendering/Shaders/ShaderManager.h>
#include <src/Rendering/Renderer.h>
int main()
{
//std::string TrenchbroomPath = "F:/TrenchBroom/";
//
//FGDFile file(TrenchbroomPath + "Games/Nuake/Nuake.fgd");
//
//FGDClass newClass(FGDClassType::Point, "light", "a nuake light");
//
//ClassProperty prop{
// "Intensity",
// ClassPropertyType::Integer,
// "Changes the light intensity"
//};
//
//newClass.AddProperty(prop);
//file.AddClass(newClass);
//
//file.Save();
Engine::Init();
EditorInterface editor;
editor.BuildFonts();
Ref<FrameBuffer> myFramebuffer = CreateRef<FrameBuffer>(true, Vector2(200, 200));
myFramebuffer->SetTexture(CreateRef<Texture>(Vector2(200, 200), GL_RGB));
Ref<Scene> myScene = CreateRef<Scene>();
// Register Gizmo textures
Ref<Texture> lightTexture = TextureManager::Get()->GetTexture("resources/Icons/Gizmo/Light.png");
Ref<Texture> camTexture = TextureManager::Get()->GetTexture("resources/Icons/Gizmo/Camera.png");
Ref<Shader> GuizmoShader = ShaderManager::GetShader("resources/Shaders/gizmo.shader");
while (!Engine::GetCurrentWindow()->ShouldClose())
{
Engine::Tick();
Engine::Draw();
if (Input::IsKeyPressed(GLFW_KEY_F8))
Engine::ExitPlayMode();
myFramebuffer->Bind();
myScene->EditorDraw();
Ref<FrameBuffer> sceneFramebuffer = Engine::GetCurrentWindow()->GetFrameBuffer();
sceneFramebuffer->Bind();
myFramebuffer->Unbind();
if (ImGui::Begin("hahahah"))
Ref<Scene> currentScene = Engine::GetCurrentScene();
if (currentScene && !Engine::IsPlayMode)
{
ImVec2 regionAvail = ImGui::GetContentRegionAvail();
glm::vec2 viewportPanelSize = glm::vec2(regionAvail.x, regionAvail.y);
if (myFramebuffer->GetSize() != viewportPanelSize)
myFramebuffer->QueueResize(viewportPanelSize);
Ref<Texture> texture = myFramebuffer->GetTexture();
ImGui::Image((void*)texture->GetID(), regionAvail, ImVec2(0, 1), ImVec2(1, 0));
}
ImGui::End();
editor.Draw();
GuizmoShader->Bind();
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
auto camView = currentScene->m_Registry.view<TransformComponent, CameraComponent>();
for (auto e : camView) {
auto [transformComponent, cam] = camView.get<TransformComponent, CameraComponent>(e);
GuizmoShader->SetUniformMat4f("model", transformComponent.GetTransform());
GuizmoShader->SetUniformMat4f("view", currentScene->m_EditorCamera->GetTransform());
GuizmoShader->SetUniformMat4f("projection", currentScene->m_EditorCamera->GetPerspective());
camTexture->Bind(2);
GuizmoShader->SetUniform1i("gizmo_texture", 2);
Renderer::DrawQuad(transformComponent.GetTransform());
}
auto view = currentScene->m_Registry.view<TransformComponent, LightComponent>();
for (auto e : view) {
auto [transformComponent, light] = view.get<TransformComponent, LightComponent>(e);
GuizmoShader->SetUniformMat4f("model", transformComponent.GetTransform());
GuizmoShader->SetUniformMat4f("view", currentScene->m_EditorCamera->GetTransform());
GuizmoShader->SetUniformMat4f("projection", currentScene->m_EditorCamera->GetPerspective());
lightTexture->Bind(2);
GuizmoShader->SetUniform1i("gizmo_texture", 2);
Renderer::DrawQuad(transformComponent.GetTransform());
}
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
GuizmoShader->Unbind();
}
sceneFramebuffer->Unbind();
editor.Draw();
Engine::EndDraw();
}