Made material resource file editable from engine

This commit is contained in:
antopilo
2022-06-29 18:05:59 -04:00
parent 407ff89df7
commit 162966eeb0
24 changed files with 571 additions and 194 deletions

View File

@@ -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();
}