#include "Window.h" #include "Engine.h" #include "src/Resource/Project.h" #include "src/Core/Maths.h" #include "src/Rendering/Renderer.h" #include "src/Rendering/Buffers/Framebuffer.h" #include "src/Scene/Scene.h" #include "src/Resource/StaticResources.h" #include #include #include #include #include #include #include #include using namespace Nuake; Window::Window() : title(DEFAULT_TITLE), width(DEFAULT_WIDTH), height(DEFAULT_HEIGHT) { Init(); Renderer::Init(); } Ref Window::Get() { static Ref instance; if (instance == nullptr) { instance = CreateRef(); } return instance; } GLFWwindow* Window::GetHandle() { return this->window; } bool Window::ShouldClose() { return glfwWindowShouldClose(this->window); } int Window::Init() { if (!glfwInit()) { Logger::Log("GLFW initialization failed", "window", CRITICAL); return -1; } this->window = glfwCreateWindow(width, height, title.c_str(), NULL, NULL); if (!this->window) { Logger::Log("Window creation failed", "window", CRITICAL); return -1; } SetWindowIcon("resources/Images/nuake-logo.png"); glfwMakeContextCurrent(this->window); SetVSync(false); if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) { Logger::Log("glad initialization failed!", "window", CRITICAL); return -1; } Logger::Log("Driver detected " + std::string(((char*)glGetString(GL_VERSION))), "renderer"); if (glfwRawMouseMotionSupported()) glfwSetInputMode(this->window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE); // 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); glfwSetWindowUserPointer(window, this); glfwSetWindowCloseCallback(window, [](GLFWwindow* nativeWindow) { Window* window = reinterpret_cast(glfwGetWindowUserPointer(nativeWindow)); window->OnWindowClosed(*window); }); glfwSetWindowFocusCallback(window, [](GLFWwindow* nativeWindow, int focused) { Window* window = reinterpret_cast(glfwGetWindowUserPointer(nativeWindow)); window->OnWindowFocused(*window, static_cast(focused)); }); // 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 const Vector2 defaultResolution = Vector2(1, 1); this->framebuffer = CreateRef(true, defaultResolution); Ref outputTexture = CreateRef(defaultResolution, GL_RGB); outputTexture->SetParameter(GL_TEXTURE_MIN_FILTER, GL_NEAREST); outputTexture->SetParameter(GL_TEXTURE_MAG_FILTER, GL_NEAREST); this->framebuffer->SetTexture(outputTexture); this->framebuffer->SetTexture(CreateRef(defaultResolution, GL_RED_INTEGER, GL_R32I, GL_INT), GL_COLOR_ATTACHMENT1); // Entity ID InitImgui(); Logger::Log("ImGui initialized ", "renderer"); return 0; } void Window::Update(Timestep ts) { this->scene->Update(ts); } void Window::FixedUpdate(Timestep ts) { this->scene->FixedUpdate(ts); } void Window::Draw() { ZoneScoped; // Dont render if no scene is loaded. if (!this->scene) { return; } // Dont render if no cam is found. Ref cam = this->scene->GetCurrentCamera(); if (!cam) { return; } // We cannot render to a framebuffer that is smaller than 1x1. Vector2 size = this->framebuffer->GetSize(); size.x = std::max(size.x, 1.0f); size.y = std::max(size.y, 1.0f); cam->AspectRatio = size.x / size.y; if (Engine::IsPlayMode()) { ZoneScopedN("PIE Draw"); this->scene->Draw(*this->framebuffer.get()); } else { ZoneScopedN("Non-playmode Draw"); float resolutionScale = glm::clamp(Engine::GetProject()->Settings.ResolutionScale, 0.5f, 2.0f); this->scene->m_EditorCamera->OnWindowResize(size.x * resolutionScale, size.y * resolutionScale); this->scene->Draw(*this->framebuffer.get(), this->scene->m_EditorCamera->GetPerspective(), this->scene->m_EditorCamera->GetTransform()); } glEnable(GL_DEPTH_TEST); Renderer::EndDraw(); } void Window::EndDraw() { { ZoneScopedN("ImGui::EndFrame"); ImGui::EndFrame(); } { ZoneScopedN("ImGui::Render"); ImGui::Render(); } ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { GLFWwindow* backup_current_context = glfwGetCurrentContext(); ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); glfwMakeContextCurrent(backup_current_context); } { ZoneScopedN("SwapBuffers"); glfwSwapBuffers(this->window); } ZoneScopedN("glfwPollEvents"); glfwPollEvents(); } Ref Window::GetFrameBuffer() const { return this->framebuffer; } Vector2 Window::GetSize() const { int w, h = 0; glfwGetWindowSize(this->window, &w, &h); return Vector2(w, h); } void Window::SetSize(const Vector2& size) { this->width = static_cast(size.x); this->height = static_cast(size.y); glfwSetWindowSize(this->window, this->width, this->height); } void Window::SetPosition(const Vector2& position) { this->position = position; glfwSetWindowPos(this->window, static_cast(position.x), static_cast(position.y)); } void Window::SetMonitor(int monitorIdx) { int monitorCount; GLFWmonitor** monitors = glfwGetMonitors(&monitorCount); if (monitorIdx <= monitorCount) { const auto monitor = *(monitors + monitorIdx); const GLFWvidmode* mode = glfwGetVideoMode(monitor); int monitorX, monitorY; glfwGetMonitorPos(monitor, &monitorX, &monitorY); // Calculate the center of the monitor int monitorWidth, monitorHeight; glfwGetMonitorPhysicalSize(monitor, &monitorWidth, &monitorHeight); // Convert physical size to pixels (assuming a DPI scale factor of 1.0) monitorWidth = static_cast(monitorWidth * 96.0f / 25.4f); monitorHeight = static_cast(monitorHeight * 96.0f / 25.4f); // Center the window on the new monitor int windowX = monitorX + (monitorWidth - this->width) / 2; int windowY = monitorY + (monitorHeight - this->height) / 2; glfwSetWindowMonitor(this->window, nullptr, windowX, windowY, this->width, this->height, GLFW_DONT_CARE); } } void Window::Center() { const int windowWidth = 640; const int windowHeight = 360; // Get the primary monitor's video mode const GLFWvidmode* mode = glfwGetVideoMode(glfwGetPrimaryMonitor()); // Calculate the position to center the window const int xPos = (mode->width - this->width) / 2; const int yPos = (mode->height - this->height) / 2; // Set the window's position Nuake::Window::Get()->SetSize({ this->width, this->height }); Nuake::Window::Get()->SetPosition({ xPos, yPos }); } Ref Window::GetScene() { return this->scene; } bool Window::SetScene(Ref scene) { this->scene = scene; return true; } void Window::SetTitle(const std::string& title) { this->title = title; glfwSetWindowTitle(this->window, this->title.c_str()); } std::string Window::GetTitle() { return this->title; } void Window::SetWindowIcon(const std::string& path) { GLFWimage images[1]; images[0].pixels = stbi_load_from_memory(StaticResources::Resources_Images_nuake_logo_png, StaticResources::Resources_Images_nuake_logo_png_len, &images[0].width, &images[0].height, 0, 4); glfwSetWindowIcon(this->window, 1, images); stbi_image_free(images[0].pixels); } void Window::SetVSync(bool enabled) { glfwSwapInterval(enabled ? 1 : 0); } void Window::SetDecorated(bool enabled) { glfwSetWindowAttrib(this->window, GLFW_DECORATED, enabled); } void Window::SetFullScreen(bool enabled) { const auto monitor = glfwGetPrimaryMonitor(); const GLFWvidmode* mode = glfwGetVideoMode(monitor); glfwSetWindowMonitor(this->window, monitor, 0, 0, mode->width, mode->height, GLFW_DONT_CARE); } void Window::Maximize() { const auto monitor = glfwGetPrimaryMonitor(); const GLFWvidmode* mode = glfwGetVideoMode(monitor); SetSize({mode->width, mode->height}); Center(); glfwMaximizeWindow(this->window); } void Window::SetOnWindowFocusedCallback(std::function callback) { onWindowFocusedCallback = callback; } void Window::SetOnWindowClosedCallback(std::function callback) { onWindowClosedCallback = callback; } void Window::OnWindowFocused(Window& window, bool focused) { if (onWindowFocusedCallback) { onWindowFocusedCallback(window, focused); } } void Window::OnWindowClosed(Window& window) { if (onWindowClosedCallback) { onWindowClosedCallback(window); } } void Window::InitImgui() { ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); (void)io; io.Fonts->AddFontFromMemoryTTF(StaticResources::Resources_Fonts_Poppins_Regular_ttf, StaticResources::Resources_Fonts_Poppins_Regular_ttf_len, 16.0); io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; //io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; ImGui::StyleColorsDark(); ImGuiStyle& s = ImGui::GetStyle(); s.WindowMenuButtonPosition = ImGuiDir_None; s.GrabRounding = 2.0f; s.CellPadding = ImVec2(8, 8); s.WindowPadding = ImVec2(4, 4); s.ScrollbarRounding = 9.0f; s.ScrollbarSize = 15.0f; s.GrabMinSize = 32.0f; s.TabRounding = 0; s.WindowRounding = 4.0f; s.ChildRounding = 4.0f; s.FrameRounding = 4.0f; s.GrabRounding = 0; s.FramePadding = ImVec2(8, 4); s.ItemSpacing = ImVec2(8, 4); s.ItemInnerSpacing = ImVec2(4, 4); s.TabRounding = 4.0f; s.WindowBorderSize = 0.0f; s.IndentSpacing = 12.0f; s.ChildBorderSize = 0.0f; s.PopupRounding = 4.0f; s.FrameBorderSize = 0.0f; 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(0.148f, 0.148f, 0.148f, 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(0.08f, 0.08f, 0.08f, 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(0.078f, 0.078f, 0.078f, 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, 0.00f); 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_Border] = ImVec4(0.078f, 0.078f, 0.078f, 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(this->window, true); ImGui_ImplOpenGL3_Init("#version 330"); }