mirror of
https://github.com/antopilo/Nuake.git
synced 2026-01-03 14:09:46 +03:00
Made material resource file editable from engine
This commit is contained in:
@@ -27,65 +27,22 @@
|
||||
#include <src/Scene/Components/BSPBrushComponent.h>
|
||||
#include "src/Actions/EditorSelection.h"
|
||||
|
||||
std::string WindowTitle = "Nuake Engine";
|
||||
#include "src/Misc/GizmoDrawer.h"
|
||||
|
||||
void OpenProject()
|
||||
{
|
||||
// Parse the project and load it.
|
||||
std::string projectPath = Nuake::FileDialog::OpenFile("Project file|*.project;");
|
||||
|
||||
Nuake::FileSystem::SetRootDirectory(projectPath + "/../");
|
||||
Ref<Nuake::Project> project = Nuake::Project::New();
|
||||
if (!project->Deserialize(Nuake::FileSystem::ReadFile(projectPath, true)))
|
||||
{
|
||||
Nuake::Logger::Log("Error loading project: " + projectPath, Nuake::CRITICAL);
|
||||
return;
|
||||
}
|
||||
|
||||
project->FullPath = projectPath;
|
||||
Nuake::Engine::LoadProject(project);
|
||||
}
|
||||
|
||||
std::vector<Nuake::LineVertex> vertices
|
||||
{
|
||||
Nuake::LineVertex {{10000.f, 0.0f, 0.0f}, {1.f, 0.f, 0.f, 1.f}},
|
||||
Nuake::LineVertex {{0.0f, 0.0f, 0.0f }, {1.f, 0.f, 0.f, 1.f}},
|
||||
Nuake::LineVertex {{0.f, 0.f, 10000.f }, {0.f, 1.f, 0.f, 1.f}},
|
||||
Nuake::LineVertex {{0.0f, 0.0f, 0.0f }, {0.f, 1.f, 0.f, 1.f}},
|
||||
Nuake::LineVertex {{0.f, 10000.f, 0.0f }, {0.f, 0.f, 1.f, 1.f}},
|
||||
Nuake::LineVertex {{0.0f, 0.0f, 0.0f }, {0.f, 0.f, 1.f, 1.f}}
|
||||
};
|
||||
const std::string WindowTitle = "Nuake Editor";
|
||||
|
||||
int main()
|
||||
{
|
||||
Nuake::Engine::Init();
|
||||
|
||||
Nuake::EditorInterface editor;
|
||||
editor.BuildFonts();
|
||||
|
||||
glLineWidth(2.0f);
|
||||
|
||||
Nuake::Shader* lineShader = Nuake::ShaderManager::GetShader("resources/Shaders/line.shader");
|
||||
|
||||
lineShader->Bind();
|
||||
|
||||
Nuake::VertexArray* lineVertexArray = new Nuake::VertexArray();
|
||||
lineVertexArray->Bind();
|
||||
Nuake::VertexBuffer* lineVertexBuffer = new Nuake::VertexBuffer(vertices.data(), vertices.size() * sizeof(Nuake::LineVertex));
|
||||
Nuake::VertexBufferLayout* vblayout = new Nuake::VertexBufferLayout();
|
||||
vblayout->Push<float>(3);
|
||||
vblayout->Push<float>(4);
|
||||
lineVertexArray->AddBuffer(*lineVertexBuffer, *vblayout);
|
||||
|
||||
// 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");
|
||||
Nuake::Shader* GuizmoShader = Nuake::ShaderManager::GetShader("resources/Shaders/gizmo.shader");
|
||||
Nuake::Shader* ditherShader = Nuake::ShaderManager::GetShader("resources/Shaders/dither.shader");
|
||||
|
||||
//Nuake::NewEditor newEditor = Nuake::NewEditor();
|
||||
Ref<Nuake::Window> window = Nuake::Engine::GetCurrentWindow();
|
||||
window->SetTitle("Nuake Editor");
|
||||
window->SetTitle(WindowTitle);
|
||||
|
||||
using namespace Nuake;
|
||||
|
||||
GizmoDrawer gizmoDrawer = GizmoDrawer();
|
||||
|
||||
while (!window->ShouldClose())
|
||||
{
|
||||
@@ -96,58 +53,26 @@ int main()
|
||||
glViewport(0, 0, WindowSize.x, WindowSize.y);
|
||||
Nuake::Renderer2D::BeginDraw(WindowSize);
|
||||
|
||||
//newEditor.Draw(WindowSize);
|
||||
|
||||
Ref<Nuake::FrameBuffer> sceneFramebuffer = window->GetFrameBuffer();
|
||||
auto sceneFramebuffer = window->GetFrameBuffer();
|
||||
sceneFramebuffer->Bind();
|
||||
|
||||
Ref<Nuake::Scene> currentScene = Nuake::Engine::GetCurrentScene();
|
||||
if (currentScene && !Nuake::Engine::IsPlayMode)
|
||||
{
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
Ref<Nuake::Scene> currentScene = Nuake::Engine::GetCurrentScene();
|
||||
Ref<EditorCamera> camera;
|
||||
if (currentScene)
|
||||
{
|
||||
camera = currentScene->m_EditorCamera;
|
||||
}
|
||||
|
||||
lineShader->Bind();
|
||||
lineShader->SetUniformMat4f("u_View", Nuake::Engine::GetCurrentScene()->m_EditorCamera->GetTransform());
|
||||
lineShader->SetUniformMat4f("u_Projection", Nuake::Engine::GetCurrentScene()->m_EditorCamera->GetPerspective());
|
||||
|
||||
lineVertexArray->Bind();
|
||||
Nuake::RenderCommand::DrawLines(0, 6);
|
||||
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
ditherShader->Bind();
|
||||
ditherShader->SetUniformMat4f("u_View", Nuake::Engine::GetCurrentScene()->m_EditorCamera->GetTransform());
|
||||
ditherShader->SetUniformMat4f("u_Projection", Nuake::Engine::GetCurrentScene()->m_EditorCamera->GetPerspective());
|
||||
ditherShader->SetUniform1f("u_Time", Nuake::Engine::GetTime());
|
||||
ditherShader->SetUniform4f("u_Color", 252.0 / 255.0, 3.0 / 255.0, 65.0 / 255.0, 1.0);
|
||||
|
||||
if (editor.Selection.Type == EditorSelectionType::Entity && editor.Selection.Entity.HasComponent<Nuake::BSPBrushComponent>())
|
||||
{
|
||||
for (auto& m : editor.Selection.Entity.GetComponent<Nuake::BSPBrushComponent>().Meshes)
|
||||
Nuake::Renderer::SubmitMesh(m, editor.Selection.Entity.GetComponent<Nuake::TransformComponent>().GetGlobalTransform());
|
||||
|
||||
Nuake::Renderer::Flush(ditherShader, true);
|
||||
}
|
||||
|
||||
ditherShader->SetUniform1f("u_Time", Nuake::Engine::GetTime() / 10.0f);
|
||||
ditherShader->SetUniform4f("u_Color", 52.f / 255.f, 235.f / 255.f, 88.f / 255.f, 1);
|
||||
auto cubeCollidersView = currentScene->m_Registry.view<Nuake::TransformComponent, Nuake::BoxColliderComponent>();
|
||||
if (editor.Selection.Type == EditorSelectionType::Entity && editor.Selection.Entity.HasComponent<Nuake::BoxColliderComponent>())
|
||||
{
|
||||
auto transformComponent = editor.Selection.Entity.GetComponent<Nuake::TransformComponent>();
|
||||
auto colliderComponent = editor.Selection.Entity.GetComponent<Nuake::BoxColliderComponent>();
|
||||
Nuake::Matrix4 transform = transformComponent.GetGlobalTransform();
|
||||
transform = glm::scale(transform, colliderComponent.Size);
|
||||
Nuake::Renderer::SubmitCube(transform);
|
||||
|
||||
Nuake::Renderer::Flush(ditherShader, true);
|
||||
}
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
if (currentScene && !Nuake::Engine::IsPlayMode)
|
||||
{
|
||||
gizmoDrawer.DrawGizmos(currentScene);
|
||||
}
|
||||
}
|
||||
sceneFramebuffer->Unbind();
|
||||
|
||||
editor.Draw();
|
||||
|
||||
// Swap buffers.
|
||||
Nuake::Engine::EndDraw();
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user