#include #include "Window.h" #include #include #include "Rendering/Shaders/Shader.h" #include #include "Rendering/Renderer.h" #include "Scene/Entities/Entity.h" #include #include #include "Scene/Entities/ImGuiHelper.h" #include "Core/Physics/PhysicsManager.h" #include "imgui/ImGuizmo.h" #include #include #include "Resource/FontAwesome5.h" #include "Engine.h" #include namespace Nuake { Ref Window::s_Instance; Window::Window() { m_Title = DEFAULT_TITLE; Init(); Renderer::Init(); } Window::~Window() { } Ref Window::Get() { if (s_Instance == nullptr) s_Instance = CreateRef(); return s_Instance; } bool Window::ShouldClose() { return glfwWindowShouldClose(m_Window); } GLFWwindow* Window::GetHandle() { return m_Window; } bool Window::SetScene(Ref scene) { m_Scene = scene; return true; } Ref Window::GetScene() { return m_Scene; } void Window::SetTitle(const std::string& title) { m_Title = title; glfwSetWindowTitle(m_Window, m_Title.c_str()); } std::string Window::GetTitle() { return m_Title; } Ref Window::GetFrameBuffer() const { return m_Framebuffer; } Vector2 Window::GetSize() { int w, h = 0; glfwGetWindowSize(m_Window, &w, &h); return Vector2(w, h); } int Window::Init() { if (!glfwInit()) { Logger::Log("glfw initialization failed.", CRITICAL); return -1; } { // Create window m_Window = glfwCreateWindow(m_Width, m_Height, m_Title.c_str(), NULL, NULL); if (!m_Window) { Logger::Log("Window creation failed.", CRITICAL); return -1; } glfwMakeContextCurrent(m_Window); Logger::Log((char*)glGetString(GL_VERSION)); if (glewInit() != GLEW_OK) { Logger::Log("GLEW initialization failed!", CRITICAL); return -1; } // TODO: Move this to renderer init. The window shouldnt have to do gl calls. glfwWindowHint(GLFW_SAMPLES, 4); glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // TODO: have clear color in environnement. glClearColor(0.f, 0.f, 0.f, 1.0f); glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); glEnable(GL_DEPTH_TEST); glEnable(GL_MULTISAMPLE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); //glEnable(GL_CULL_FACE); } // Create viewports m_Framebuffer = CreateRef(true, glm::vec2(1920, 1080)); m_Framebuffer->SetTexture(CreateRef(glm::vec2(1920, 1080), GL_RGB)); // ImGui init { ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; //io.Fonts->AddFontDefault(); io.Fonts->AddFontFromFileTTF("resources/Fonts/OpenSans-Regular.ttf", 16.0); io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; ImGui::StyleColorsDark(); ImGuiStyle& s = ImGui::GetStyle(); s.FrameRounding = 2.0f; s.GrabRounding = 2.0f; s.CellPadding = ImVec2(8, 8); s.WindowPadding = ImVec2(8, 8); s.ScrollbarRounding = 9.0f; s.TabRounding = 0; s.WindowRounding = 0; s.ChildRounding = 0; s.FrameRounding = 0; s.GrabRounding = 0; s.FramePadding = ImVec2(8, 4); s.ItemSpacing = ImVec2(8, 4); s.ItemInnerSpacing = ImVec2(4, 4); ImVec4* colors = ImGui::GetStyle().Colors; colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f); colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f); colors[ImGuiCol_WindowBg] = ImVec4(0.08f, 0.08f, 0.08f, 1.00f); colors[ImGuiCol_ChildBg] = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f); colors[ImGuiCol_Border] = ImVec4(0.11f, 0.11f, 0.11f, 1.00f); colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f); colors[ImGuiCol_FrameBg] = ImVec4(0.06f, 0.06f, 0.06f, 1.00f); colors[ImGuiCol_FrameBgHovered] = ImVec4(0.09f, 0.09f, 0.09f, 1.00f); colors[ImGuiCol_FrameBgActive] = ImVec4(0.13f, 0.13f, 0.13f, 1.00f); colors[ImGuiCol_TitleBg] = ImVec4(0.08f, 0.08f, 0.08f, 1.00f); colors[ImGuiCol_TitleBgActive] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f); colors[ImGuiCol_MenuBarBg] = ImVec4(0.08f, 0.08f, 0.08f, 1.00f); colors[ImGuiCol_ScrollbarBg] = ImVec4(0.08f, 0.08f, 0.08f, 1.00f); colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.34f, 0.34f, 0.34f, 1.00f); colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.29f, 0.29f, 0.29f, 1.00f); colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.16f, 0.16f, 0.16f, 1.00f); colors[ImGuiCol_CheckMark] = ImVec4(0.55f, 0.76f, 0.29f, 1.00f); colors[ImGuiCol_SliderGrab] = ImVec4(0.55f, 0.76f, 0.29f, 1.00f); colors[ImGuiCol_SliderGrabActive] = ImVec4(0.55f, 0.76f, 0.29f, 1.00f); colors[ImGuiCol_Button] = ImVec4(0.22f, 0.22f, 0.22f, 1.00f); colors[ImGuiCol_ButtonHovered] = ImVec4(0.19f, 0.19f, 0.19f, 1.00f); colors[ImGuiCol_ButtonActive] = ImVec4(0.16f, 0.16f, 0.16f, 1.00f); colors[ImGuiCol_Header] = ImVec4(0.18f, 0.18f, 0.18f, 1.00f); colors[ImGuiCol_HeaderHovered] = ImVec4(0.16f, 0.16f, 0.16f, 1.00f); colors[ImGuiCol_HeaderActive] = ImVec4(0.12f, 0.12f, 0.12f, 1.00f); colors[ImGuiCol_Separator] = ImVec4(0.08f, 0.08f, 0.08f, 1.00f); colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.10f, 0.10f, 0.78f); colors[ImGuiCol_SeparatorActive] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f); colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.00f); colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.00f); colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.00f); colors[ImGuiCol_Tab] = ImVec4(0.08f, 0.08f, 0.08f, 1.00f); colors[ImGuiCol_TabHovered] = ImVec4(0.19f, 0.19f, 0.19f, 1.00f); colors[ImGuiCol_TabActive] = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); colors[ImGuiCol_TabUnfocused] = ImVec4(0.08f, 0.08f, 0.08f, 1.00f); colors[ImGuiCol_TabUnfocusedActive] = ImVec4(0.15f, 0.15f, 0.15f, 1.00f); colors[ImGuiCol_DockingPreview] = ImVec4(0.55f, 0.76f, 0.29f, 1.00f); colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f); colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f); colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f); colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f); colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f); colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.19f, 1.00f); colors[ImGuiCol_TableBorderStrong] = ImVec4(0.11f, 0.11f, 0.11f, 1.00f); colors[ImGuiCol_TableBorderLight] = ImVec4(0.11f, 0.11f, 0.11f, 1.00f); colors[ImGuiCol_TableRowBg] = ImVec4(0.11f, 0.11f, 0.11f, 1.00f); colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.93f, 0.27f, 0.27f, 0.00f); colors[ImGuiCol_TextSelectedBg] = ImVec4(0.08f, 0.49f, 0.97f, 0.28f); colors[ImGuiCol_DragDropTarget] = ImVec4(0.55f, 0.76f, 0.29f, 1.00f); colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f); colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f); colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f); colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f); ImGui_ImplGlfw_InitForOpenGL(m_Window, true); ImGui_ImplOpenGL3_Init("#version 330"); } return 0; } void Window::Update(Timestep ts) { // TODO: have event here? m_Scene->Update(ts); } void Window::FixedUpdate(Timestep ts) { m_Scene->FixedUpdate(ts); } void Window::Draw() { // Dont render if no scene is loaded. if (!m_Scene) return; // Dont render if no cam is found. Ref cam = m_Scene->GetCurrentCamera(); if (!cam) return; Vector2 size = m_Framebuffer->GetSize(); cam->AspectRatio = size.x / size.y; m_Scene->m_EditorCamera->OnWindowResize(size.x, size.y); if (Engine::IsPlayMode) { m_Scene->Draw(*m_Framebuffer.get()); } else { m_Scene->Draw(*m_Framebuffer.get(), m_Scene->m_EditorCamera->GetPerspective(), m_Scene->m_EditorCamera->GetTransform()); } glEnable(GL_DEPTH_TEST); Renderer::EndDraw(); } void Window::EndDraw() { ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(m_Window); glfwPollEvents(); } }