Files
Nuake-custom/Editor/src/EditorLayer.cpp

88 lines
2.4 KiB
C++

#include "EditorLayer.h"
#include "Windows/EditorInterface.h"
#include "Misc/GizmoDrawer.h"
#include "src/Core/Input.h"
#include <glad/glad.h>
#include <glm/gtc/type_ptr.hpp>
#include "glad/glad.h"
void EditorLayer::OnAttach()
{
m_EditorInterface = new Nuake::EditorInterface(mCommandBuffer);
m_GizmoDrawer = new GizmoDrawer(m_EditorInterface);
}
void EditorLayer::OnUpdate()
{
using namespace Nuake;
Nuake::Engine::Tick();
Nuake::Engine::Draw();
auto sceneFramebuffer = GetApplication().GetWindow()->GetFrameBuffer();
// Draw gizmos
if (Ref<Nuake::Scene> currentScene = Nuake::Engine::GetCurrentScene(); currentScene)
{
sceneFramebuffer->Bind();
{
Ref<EditorCamera> camera;
if (currentScene)
{
camera = currentScene->m_EditorCamera;
//currentScene->m_SceneRenderer->GetGBuffer().GetTexture(GL_COLOR_ATTACHMENT3)->Unbind();
//glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, currentScene->m_SceneRenderer->GetGBuffer().GetTexture(GL_COLOR_ATTACHMENT3)->GetID(), 0);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, currentScene->m_SceneRenderer->GetGBuffer().GetTexture(GL_DEPTH_ATTACHMENT)->GetID(), 0);
}
if (currentScene && !Nuake::Engine::IsPlayMode())
{
glEnable(GL_LINE_SMOOTH);
if (m_EditorInterface->ShouldDrawAxis())
{
m_GizmoDrawer->DrawAxis(currentScene, false);
}
if (m_EditorInterface->ShouldDrawNavMesh())
{
m_GizmoDrawer->DrawNavMesh(currentScene, true);
}
if (m_EditorInterface->ShouldDrawCollision())
{
m_GizmoDrawer->DrawGizmos(currentScene, false);
}
}
}
sceneFramebuffer->Unbind();
}
m_EditorInterface->Draw();
m_EditorInterface->Update(Nuake::Engine::GetTimestep());
Nuake::Engine::EndDraw();
Nuake::Input::Update();
}
void EditorLayer::OnDetach()
{
delete m_EditorInterface;
}
void EditorLayer::OnWindowFocused()
{
m_EditorInterface->OnWindowFocused();
}
void EditorLayer::OnDragNDrop(const std::vector<std::string>& paths)
{
m_EditorInterface->OnDragNDrop(paths);
}