Huge rework of editor and other changes.

This commit is contained in:
antopilo
2022-01-09 16:44:20 -05:00
parent 55ae840678
commit a71bfcbe75
55 changed files with 734 additions and 398 deletions

View File

@@ -21,6 +21,8 @@
#include "src/NewEditor.h"
#include <src/Scene/Components/BSPBrushComponent.h>
std::string WindowTitle = "Nuake Engine";
void OpenProject()
{
// Parse the project and load it.
@@ -45,6 +47,16 @@ void OpenProject()
//Engine::GetCurrentScene()->AddInterface(userInterface);
}
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}}
};
int main()
{
Nuake::Engine::Init();
@@ -52,6 +64,20 @@ int main()
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");
@@ -59,80 +85,110 @@ int main()
Nuake::Shader* ditherShader = Nuake::ShaderManager::GetShader("resources/Shaders/dither.shader");
//Nuake::NewEditor newEditor = Nuake::NewEditor();
// Register shaders
while (!Nuake::Engine::GetCurrentWindow()->ShouldClose())
{
Nuake::RenderCommand::Clear();
Nuake::Engine::Tick();
Ref<Nuake::Window> window = Nuake::Engine::GetCurrentWindow();
window->SetTitle("Nuake Editor");
while (!window->ShouldClose())
{
Nuake::Engine::Tick();
Nuake::Engine::Draw();
//newEditor.Update(0.f);
Nuake::Vector2 WindowSize = Nuake::Engine::GetCurrentWindow()->GetSize();
Nuake::Vector2 WindowSize = window->GetSize();
glViewport(0, 0, WindowSize.x, WindowSize.y);
Nuake::Renderer2D::BeginDraw(WindowSize);
//newEditor.Draw(WindowSize);
Ref<Nuake::FrameBuffer> sceneFramebuffer = Nuake::Engine::GetCurrentWindow()->GetFrameBuffer();
Ref<Nuake::FrameBuffer> sceneFramebuffer = window->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.GetGlobalTransform());
// 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.GetGlobalTransform());
//}
//
//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.GetGlobalTransform());
// 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.GetGlobalTransform());
//}
//
//glEnable(GL_CULL_FACE);
//
//GuizmoShader->Unbind();
//
//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.m_IsEntitySelected && editor.m_SelectedEntity.HasComponent<Nuake::BSPBrushComponent>())
//{
// for (auto& m : editor.m_SelectedEntity.GetComponent<Nuake::BSPBrushComponent>().Meshes)
// Nuake::Renderer::SubmitMesh(m, editor.m_SelectedEntity.GetComponent<Nuake::TransformComponent>().GetGlobalTransform());
//
// Nuake::Renderer::Flush(ditherShader, true);
//}
glDisable(GL_DEPTH_TEST);
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);
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);
Nuake::Vector3 cameraPos = currentScene->m_EditorCamera->GetTranslation();
Nuake::Vector3 position = transformComponent.GlobalTranslation;
Nuake::Vector3 look = normalize(cameraPos - position);
Nuake::Vector3 right = glm::cross(currentScene->m_EditorCamera->GetUp(), look);
Nuake::Vector3 up2 = currentScene->m_EditorCamera->GetUp();
Nuake::Matrix4 transform = glm::identity<Nuake::Matrix4>();
transform[0] = Nuake::Vector4(right, 0);
transform[1] = Nuake::Vector4(up2, 0);
transform[2] = Nuake::Vector4(look, 0);
transform = glm::translate(transform, position);
GuizmoShader->SetUniformMat4f("model", transform);
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.GetGlobalTransform());
}
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.GetGlobalTransform());
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.GetGlobalTransform());
}
glEnable(GL_CULL_FACE);
GuizmoShader->Unbind();
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.m_IsEntitySelected && editor.m_SelectedEntity.HasComponent<Nuake::BSPBrushComponent>())
{
for (auto& m : editor.m_SelectedEntity.GetComponent<Nuake::BSPBrushComponent>().Meshes)
Nuake::Renderer::SubmitMesh(m, editor.m_SelectedEntity.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.m_IsEntitySelected && editor.m_SelectedEntity.HasComponent<Nuake::BoxColliderComponent>())
{
auto transformComponent = editor.m_SelectedEntity.GetComponent<Nuake::TransformComponent>();
auto colliderComponent = editor.m_SelectedEntity.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);
}
sceneFramebuffer->Unbind();