Tesseract-Engine/src/Windows/RenderWindow.cpp

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// RenderWindow.cpp
#include "RenderWindow.h"
#include <vector> // Add this line
#include <GL/glew.h>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "imgui.h"
#include "gcml.h"
#include "Componenets/GameObject.h"
#include "Componenets/mesh.h"
#include "Componenets/transform.h"
extern std::vector<std::shared_ptr<GameObject>> g_GameObjects;
#define CAM_FOV 45.0f
#define CAM_NEAR_PLAIN 0.1f
#define CAM_FAR_PLAIN 1000.0f
// Include your AssetManager & Shader headers
#include "Engine/AssetManager.h"
#include "Rendering/Shader.h"
// Extern reference to our global (or extern) asset manager
extern AssetManager g_AssetManager;
extern std::shared_ptr<CameraComponent> g_RuntimeCameraObject;
extern int g_GPU_Triangles_drawn_to_screen;
// Example cube data (position + UVs)
static float g_CubeVertices[] =
{
// FRONT (z=+1)
-1.f,
-1.f,
1.f,
0.f,
0.f,
1.f,
-1.f,
1.f,
1.f,
0.f,
1.f,
1.f,
1.f,
1.f,
1.f,
-1.f,
1.f,
1.f,
0.f,
1.f,
// BACK (z=-1)
-1.f,
-1.f,
-1.f,
1.f,
0.f,
1.f,
-1.f,
-1.f,
0.f,
0.f,
1.f,
1.f,
-1.f,
0.f,
1.f,
-1.f,
1.f,
-1.f,
1.f,
1.f,
// LEFT (x=-1)
-1.f,
-1.f,
-1.f,
0.f,
0.f,
-1.f,
-1.f,
1.f,
1.f,
0.f,
-1.f,
1.f,
1.f,
1.f,
1.f,
-1.f,
1.f,
-1.f,
0.f,
1.f,
// RIGHT (x=+1)
1.f,
-1.f,
-1.f,
1.f,
0.f,
1.f,
-1.f,
1.f,
0.f,
0.f,
1.f,
1.f,
1.f,
0.f,
1.f,
1.f,
1.f,
-1.f,
1.f,
1.f,
// TOP (y=+1)
-1.f,
1.f,
-1.f,
0.f,
0.f,
1.f,
1.f,
-1.f,
1.f,
0.f,
1.f,
1.f,
1.f,
1.f,
1.f,
-1.f,
1.f,
1.f,
0.f,
1.f,
// BOTTOM (y=-1)
-1.f,
-1.f,
-1.f,
1.f,
0.f,
1.f,
-1.f,
-1.f,
0.f,
0.f,
1.f,
-1.f,
1.f,
0.f,
1.f,
-1.f,
-1.f,
1.f,
1.f,
1.f,
};
static unsigned int g_CubeIndices[] =
{
// Front
0, 1, 2, 2, 3, 0,
// Back
4, 5, 6, 6, 7, 4,
// Left
8, 9, 10, 10, 11, 8,
// Right
12, 13, 14, 14, 15, 12,
// Top
16, 17, 18, 18, 19, 16,
// Bottom
20, 21, 22, 22, 23, 20};
bool PlayPauseButton(const char* label, bool* isPlaying)
{
// Define button size
ImVec2 buttonSize = ImVec2(50, 50); // Adjust size as needed
// Begin the button
if (ImGui::Button(label, buttonSize))
{
// Toggle the state
*isPlaying = !(*isPlaying);
return true; // Indicate that the state was toggled
}
// Add tooltip
if (ImGui::IsItemHovered())
{
ImGui::SetTooltip(*isPlaying ? "Pause (Space)" : "Play (Space)");
}
// Get the current window's draw list
ImDrawList* draw_list = ImGui::GetWindowDrawList();
// Get the position of the button
ImVec2 button_pos = ImGui::GetItemRectMin();
ImVec2 button_size = ImGui::GetItemRectSize();
ImVec2 center = ImVec2(button_pos.x + button_size.x * 0.5f, button_pos.y + button_size.y * 0.5f);
// Define icon size
float icon_size = 20.0f;
float half_icon_size = icon_size / 2.0f;
// Define colors
ImU32 icon_color = ImGui::GetColorU32(ImGuiCol_Text);
if (*isPlaying)
{
// Draw Pause Icon (two vertical bars)
float bar_width = 4.0f;
float spacing = 6.0f;
// Left bar
ImVec2 left_bar_p1 = ImVec2(center.x - spacing - bar_width, center.y - half_icon_size);
ImVec2 left_bar_p2 = ImVec2(center.x - spacing, center.y + half_icon_size);
draw_list->AddRectFilled(left_bar_p1, left_bar_p2, icon_color, 2.0f);
// Right bar
ImVec2 right_bar_p1 = ImVec2(center.x + spacing, center.y - half_icon_size);
ImVec2 right_bar_p2 = ImVec2(center.x + spacing + bar_width, center.y + half_icon_size);
draw_list->AddRectFilled(right_bar_p1, right_bar_p2, icon_color, 2.0f);
}
else
{
// Draw Play Icon (triangle)
ImVec2 p1 = ImVec2(center.x - half_icon_size, center.y - half_icon_size);
ImVec2 p2 = ImVec2(center.x - half_icon_size, center.y + half_icon_size);
ImVec2 p3 = ImVec2(center.x + half_icon_size, center.y);
draw_list->AddTriangleFilled(p1, p2, p3, icon_color);
}
return false; // No toggle occurred
}
void RenderWindow::Show(bool *GameRunning)
{
ImGui::Begin("Editor##EditorWindow");
ImVec2 size = ImGui::GetContentRegionAvail();
int w = static_cast<int>(size.x);
int h = static_cast<int>(size.y);
if (!m_Initialized)
{
InitGLResources();
m_Initialized = true;
}
// Center the button
ImGui::SetCursorPosX((ImGui::GetWindowWidth() - 60) * 0.5f);
// Render the Play/Pause button
// Render the Play/Pause button
PlayPauseButton("##PlayPauseButton", GameRunning);
// If there's space, render to the FBO, then show it as an ImGui image
if (w > 0 && h > 0)
{
if (w != m_LastWidth || h != m_LastHeight)
{
m_FBO.Create(w, h);
m_LastWidth = w;
m_LastHeight = h;
}
RenderSceneToFBO(GameRunning);
ImGui::Image(m_FBO.GetTextureID(), size, ImVec2(0, 0), ImVec2(1, 1));
}
else
{
ImGui::Text("No space to render.");
}
ImGui::End();
}
void RenderWindow::InitGLResources()
{
// ----------------------------------------------------
// 1) Load SHADER from the asset manager
// ----------------------------------------------------
{
Shader *shaderAsset = g_AssetManager.loadAsset<Shader *>(AssetType::SHADER, "assets/shaders/UnlitMaterial");
if (!shaderAsset)
{
fprintf(stderr, "[RenderWindow] Failed to load shader via AssetManager.\n");
return;
}
// Cast back to your Shader class
m_ShaderPtr = static_cast<Shader *>(shaderAsset);
}
// ----------------------------------------------------
// 2) Create VAO/VBO/EBO for the cube
// ----------------------------------------------------
glGenVertexArrays(1, &m_VAO);
glBindVertexArray(m_VAO);
glGenBuffers(1, &m_VBO);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_CubeVertices), g_CubeVertices, GL_STATIC_DRAW);
glGenBuffers(1, &m_EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(g_CubeIndices), g_CubeIndices, GL_STATIC_DRAW);
// Position = location 0, UV = location 1
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
5 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
5 * sizeof(float), (void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
// ----------------------------------------------------
// 3) Load TEXTURE from the asset manager
// ----------------------------------------------------
{
GLuint texAsset = g_AssetManager.loadAsset<GLuint>(AssetType::TEXTURE, "assets/textures/wood.png");
if (!texAsset)
{
fprintf(stderr, "[RenderWindow] Failed to load texture.\n");
}
else
{
// Cast from void* to GLuint
m_TextureID = texAsset;
}
}
// ----------------------------------------------------
// 4) Initialize GameObjects
// ----------------------------------------------------
}
void CheckOpenGLError(const std::string &location)
{
GLenum err;
bool hasError = false;
while ((err = glGetError()) != GL_NO_ERROR)
{
std::cerr << "[OpenGL Error] (" << err << ") at " << location << std::endl;
hasError = true;
}
if (hasError)
{
// Optionally, you can throw an exception or handle the error as needed
}
}
void RenderWindow::RenderSceneToFBO(bool *GameRunning)
{
m_RotationAngle += 0.001f; // Spin per frame
// Bind the FBO
m_FBO.Bind();
glViewport(0, 0, m_LastWidth, m_LastHeight);
CheckOpenGLError("After glViewport");
glEnable(GL_DEPTH_TEST);
CheckOpenGLError("After glEnable(GL_DEPTH_TEST)");
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
CheckOpenGLError("After glClear");
// Use our loaded shader
if (!m_ShaderPtr)
{
std::cerr << "[RenderWindow] Shader pointer is null. Cannot render." << std::endl;
m_FBO.Unbind();
return; // Can't render without a shader
}
m_ShaderPtr->Use();
GLuint programID = m_ShaderPtr->GetProgramID();
CheckOpenGLError("After shader use");
// Define view and projection matrices once
std::shared_ptr<CameraComponent> activeCamera = nullptr;
glm::mat4 view;
glm::mat4 proj;
if (*GameRunning && g_RuntimeCameraObject)
{
activeCamera = g_RuntimeCameraObject;
}
// Ensure that an active camera is available
if (activeCamera)
{
// Obtain view and projection matrices from the active camera
view = activeCamera->GetViewMatrix();
proj = activeCamera->GetProjectionMatrix();
}
else
{
// Fallback to default view and projection if no camera is available
view = glm::translate(glm::mat4(1.f), glm::vec3(0.f, 0.f, -5.f));
float aspect = (m_LastHeight != 0) ? (float)m_LastWidth / (float)m_LastHeight : 1.0f;
proj = glm::perspective(glm::radians(CAM_FOV), aspect, CAM_NEAR_PLAIN, CAM_FAR_PLAIN);
}
// Iterate over each GameObject and render it
for (auto &obj : g_GameObjects)
{
glm::mat4 model = glm::mat4(1.f);
std::shared_ptr<TransformComponent> transform = obj->GetComponent<TransformComponent>();
std::shared_ptr<MeshComponent> mesh = obj->GetComponent<MeshComponent>();
if (transform && mesh)
{
// Validate VAO
if (mesh->vao == 0)
{
std::cerr << "[RenderWindow] Warning: Mesh VAO is not initialized." << std::endl;
continue;
}
// Update triangle count
2024-12-27 21:27:05 +00:00
g_GPU_Triangles_drawn_to_screen += static_cast<int>(mesh->indexCount);
// Apply transformations
model = glm::translate(model, transform->position);
model = glm::rotate(model, glm::radians(transform->rotation.x), glm::vec3(1.f, 0.f, 0.f));
model = glm::rotate(model, glm::radians(transform->rotation.y), glm::vec3(0.f, 1.f, 0.f));
model = glm::rotate(model, glm::radians(transform->rotation.z), glm::vec3(0.f, 0.f, 1.f));
model = glm::scale(model, transform->scale);
// Compute MVP
glm::mat4 mvp = proj * view * model;
// Pass MVP to the shader
GLint mvpLoc = glGetUniformLocation(programID, "uMVP");
if(mvpLoc != -1)
{
glUniformMatrix4fv(mvpLoc, 1, GL_FALSE, glm::value_ptr(mvp));
}
else
{
std::cerr << "[RenderWindow] Warning: Uniform 'uMVP' not found in shader." << std::endl;
}
// Pass Model matrix to the shader
GLint modelLoc = glGetUniformLocation(programID, "uModel");
if(modelLoc != -1)
{
glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
}
else
{
std::cerr << "[RenderWindow] Warning: Uniform 'uModel' not found in shader." << std::endl;
}
// -----------------------------------
// 2) Bind the object's diffuse textures
// -----------------------------------
// Define the maximum number of diffuse textures as per the shader
const int MAX_DIFFUSE = 32; // Must match the shader's MAX_DIFFUSE
int textureUnit = 0;
// Iterate through all textures and bind those with type "texture_diffuse"
for (const auto &texture : mesh->textures)
{
if (texture.type == "texture_diffuse")
{
if (textureUnit >= MAX_DIFFUSE)
{
std::cerr << "[RenderWindow] Warning: Exceeded maximum number of diffuse textures ("
<< MAX_DIFFUSE << ") for shader." << std::endl;
break; // Prevent exceeding the array bounds in the shader
}
// Activate the appropriate texture unit
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_2D, texture.id);
CheckOpenGLError("After glBindTexture");
// Construct the uniform name dynamically (e.g., "uTextures.texture_diffuse[0]")
std::string uniformName = "uTextures.texture_diffuse[" + std::to_string(textureUnit) + "]";
GLint texLoc = glGetUniformLocation(programID, uniformName.c_str());
if (texLoc != -1)
{
glUniform1i(texLoc, textureUnit);
CheckOpenGLError("After glUniform1i for texture");
}
else
{
std::cerr << "[RenderWindow] Warning: Uniform '" << uniformName
<< "' not found in shader." << std::endl;
}
textureUnit++;
}
}
// Assign default texture to unused texture slots
for(int i = textureUnit; i < MAX_DIFFUSE; ++i)
{
std::string uniformName = "uTextures.texture_diffuse[" + std::to_string(i) + "]";
GLint texLoc = glGetUniformLocation(programID, uniformName.c_str());
if(texLoc != -1)
{
glUniform1i(texLoc, 0); // Assign texture unit 0 (ensure texture 0 is a valid default)
CheckOpenGLError("After glUniform1i for default texture");
}
}
// Set the number of active diffuse textures
GLint numDiffuseLoc = glGetUniformLocation(programID, "uNumDiffuseTextures");
if(numDiffuseLoc != -1)
{
glUniform1i(numDiffuseLoc, textureUnit);
CheckOpenGLError("After glUniform1i for uNumDiffuseTextures");
}
else
{
std::cerr << "[RenderWindow] Warning: Uniform 'uNumDiffuseTextures' not found in shader." << std::endl;
}
// -----------------------------------
// 3) Draw the object's mesh
// -----------------------------------
glBindVertexArray(mesh->vao);
glDrawElements(GL_TRIANGLES, mesh->indexCount, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
CheckOpenGLError("After glDrawElements");
// Reset active texture
glActiveTexture(GL_TEXTURE0);
CheckOpenGLError("After glActiveTexture(GL_TEXTURE0)");
}
}
// Cleanup
glUseProgram(0);
CheckOpenGLError("After glUseProgram(0)");
m_FBO.Unbind();
CheckOpenGLError("After FBO Unbind");
}