Files
Nuake-custom/Editor/Editor.cpp
2021-07-12 20:17:16 -04:00

92 lines
3.5 KiB
C++

#include <Engine.h>
#include "src/Core/Maths.h"
#include <src/Scene/Entities/Entity.h>
#include <src/Scene/Scene.h>
#include <src/Scene/Components/QuakeMap.h>
#include <src/Vendors/imgui/imgui.h>
#include <src/Vendors/imgui/ImGuizmo.h>
#include <src/Scene/Components/Components.h>
#include <src/Core/Physics/PhysicsManager.h>
#include "src/Scene/Components/BoxCollider.h"
#include "src/EditorInterface.h"
#include "src/Core/Input.h"
#include <GLFW/glfw3.h>
#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()
{
Nuake::Engine::Init();
Nuake::EditorInterface editor;
editor.BuildFonts();
// Register Gizmo textures
Ref<Nuake::Texture> lightTexture = Nuake::TextureManager::Get()->GetTexture("resources/Icons/Gizmo/Light.png");
Ref<Nuake::Texture> camTexture = Nuake::TextureManager::Get()->GetTexture("resources/Icons/Gizmo/Camera.png");
Ref<Nuake::Shader> GuizmoShader = Nuake::ShaderManager::GetShader("resources/Shaders/gizmo.shader");
while (!Nuake::Engine::GetCurrentWindow()->ShouldClose())
{
Nuake::Engine::Tick();
Nuake::Engine::Draw();
if (Nuake::Input::IsKeyPressed(GLFW_KEY_F8))
Nuake::Engine::ExitPlayMode();
Ref<Nuake::FrameBuffer> sceneFramebuffer = Nuake::Engine::GetCurrentWindow()->GetFrameBuffer();
sceneFramebuffer->Bind();
Ref<Nuake::Scene> currentScene = Nuake::Engine::GetCurrentScene();
if (currentScene && !Nuake::Engine::IsPlayMode)
{
GuizmoShader->Bind();
glDisable(GL_CULL_FACE);
glDisable(GL_DEPTH_TEST);
auto camView = currentScene->m_Registry.view<Nuake::TransformComponent, Nuake::CameraComponent>();
for (auto e : camView) {
auto [transformComponent, cam] = camView.get<Nuake::TransformComponent, Nuake::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);
Nuake::Renderer::DrawQuad(transformComponent.GetTransform());
}
auto view = currentScene->m_Registry.view<Nuake::TransformComponent, Nuake::LightComponent>();
for (auto e : view) {
auto [transformComponent, light] = view.get<Nuake::TransformComponent, Nuake::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);
Nuake::Renderer::DrawQuad(transformComponent.GetTransform());
}
glEnable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
GuizmoShader->Unbind();
}
sceneFramebuffer->Unbind();
editor.Draw();
Nuake::Engine::EndDraw();
}
Nuake::Engine::Close();
}