2024-12-25 21:44:33 +00:00
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// src/Engine.cpp
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2024-12-25 23:01:05 +00:00
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// Settings
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2024-12-26 03:06:17 +00:00
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#define VSync 1
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2024-12-25 23:01:05 +00:00
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2024-12-25 21:44:33 +00:00
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#include "Engine.h"
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#include <cstdio>
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#include <chrono>
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#include <GL/glew.h>
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#include <GLFW/glfw3.h>
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2024-12-27 01:34:34 +00:00
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#include <string>
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2024-12-25 21:44:33 +00:00
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// Dear ImGui
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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#include "Windows/RenderWindow.h"
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#include "Windows/PerformanceWindow.h"
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#include "Windows/LoggerWindow.h"
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#include "Windows/InspectorWindow.h"
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#include "Windows/SceneWindow.h"
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2024-12-26 04:00:13 +00:00
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#include "Engine/ThemeManager.h"
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2024-12-27 04:08:50 +00:00
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#include "Engine/SceneManager.h"
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#include "Engine/LuaAPI.h"
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2024-12-26 04:00:13 +00:00
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2024-12-27 01:34:34 +00:00
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// #define YAML_CPP_STATIC_DEFINE
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#include <yaml-cpp/yaml.h>
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#include "TestModel.h"
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2024-12-25 23:01:05 +00:00
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AssetManager g_AssetManager;
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2024-12-25 23:35:38 +00:00
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LoggerWindow *g_LoggerWindow;
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2024-12-27 04:20:16 +00:00
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SceneManager g_SceneManager;
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2024-12-27 01:34:34 +00:00
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std::vector<std::shared_ptr<GameObject>> g_GameObjects;
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2024-12-27 01:34:34 +00:00
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int g_GPU_Triangles_drawn_to_screen = 0;
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GameObject *g_SelectedObject; // Pointer to the currently selected object
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2024-12-27 01:34:34 +00:00
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bool MyEngine::Init(int width, int height, const std::string &title)
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{
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DEBUG_PRINT("[START] Engine Init");
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// ------------------------------------------
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// 1) Initialize GLFW
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// ------------------------------------------
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if (!glfwInit())
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{
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fprintf(stderr, "[Engine] Failed to initialize GLFW\n");
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return false;
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}
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// Setup hints for OpenGL 3.3 Core
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// Create window
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m_Window = glfwCreateWindow(width, height, title.c_str(), nullptr, nullptr);
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if (!m_Window)
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{
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fprintf(stderr, "[Engine] Failed to create GLFW window\n");
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glfwTerminate();
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return false;
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}
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glfwMakeContextCurrent(m_Window);
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glfwSwapInterval(VSync); // vsync
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// ------------------------------------------
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// 2) Initialize GLEW
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// ------------------------------------------
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if (glewInit() != GLEW_OK)
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{
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fprintf(stderr, "[Engine] Failed to initialize GLEW\n");
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return false;
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}
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// ------------------------------------------
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// 3) Initialize ImGui
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// ------------------------------------------
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO &io = ImGui::GetIO();
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(void)io;
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// Enable docking
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
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// (Optional) Multi-viewport
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// io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
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// Style
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ImGui::StyleColorsDark();
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// Platform/Renderer bindings
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ImGui_ImplGlfw_InitForOpenGL(m_Window, true);
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ImGui_ImplOpenGL3_Init("#version 330");
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// Initialize windows
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m_RenderWindow = std::make_unique<RenderWindow>();
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m_PerformanceWindow = std::make_unique<PerformanceWindow>();
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m_LoggerWindow = std::make_unique<LoggerWindow>();
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m_InspectorWindow = std::make_unique<InspectorWindow>();
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m_SceneWindow = std::make_unique<SceneWindow>();
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g_LoggerWindow = m_LoggerWindow.get();
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// Optionally, call 'onInit' Lua function
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2024-12-25 21:44:33 +00:00
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// Some initial logs
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m_LoggerWindow->AddLog("Engine initialized.");
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m_LoggerWindow->AddLog("Welcome to Tesseract Engine!");
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m_Running = true;
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m_LastTime = glfwGetTime();
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DEBUG_PRINT("[OK] Engine Init ");
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2024-12-27 21:27:05 +00:00
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2024-12-25 21:44:33 +00:00
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return true;
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}
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void MyEngine::Run()
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{
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DEBUG_PRINT("[START] Engine Run ");
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DEBUG_PRINT("Transition to Editor");
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// Pseudocode:
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int newId = g_GameObjects.size();
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auto newGameObject = std::make_shared<GameObject>(newId, ("Default"));
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DEBUG_PRINT("Created Default GameObject");
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newGameObject->AddComponent(std::make_shared<TransformComponent>());
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newGameObject->AddComponent(std::make_shared<MeshComponent>());
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DEBUG_PRINT("Added Componenets");
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// Suppose we loaded a VAO, an EBO with 36 indices for the cube,
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// and a texture ID from the asset manager
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auto mesh = newGameObject->GetComponent<MeshComponent>();
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auto transform = newGameObject->GetComponent<TransformComponent>();
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DEBUG_PRINT("Got pointers to Componenets");
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if (mesh)
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{
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// printf("Got Valid Mesh Component\n");
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mesh->vao = CreateCubeVAO();
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mesh->indexCount = 36;
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2024-12-27 18:19:20 +00:00
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mesh->textureID = g_AssetManager.loadAsset<GLuint>(AssetType::TEXTURE, "assets/textures/wood.png");
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}
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else
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{
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DEBUG_PRINT("Could not find Mesh Component\n");
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}
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if (transform)
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{
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// printf("Got Valid Transform Component\n");
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transform->position = glm::vec3(0.f, 0.f, 0.f);
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transform->rotation = glm::vec3(0.f, 0.5f, 0.f);
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transform->scale = glm::vec3(1.f, 1.f, 1.f);
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}
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else
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{
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DEBUG_PRINT("Could not find Transform Component");
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}
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2024-12-27 18:19:20 +00:00
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g_AssetManager.loadAsset<GLuint>(AssetType::TEXTURE, "assets/textures/bricks.png");
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g_AssetManager.loadAsset<GLuint>(AssetType::TEXTURE, "assets/textures/default.png");
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g_AssetManager.loadAsset<GLuint>(AssetType::TEXTURE, "assets/textures/lush_grass.png");
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g_AssetManager.loadAsset<GLuint>(AssetType::TEXTURE, "assets/textures/vegetation_tree_bark_40.png");
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2024-12-27 18:35:23 +00:00
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g_AssetManager.loadAsset<GLuint>(AssetType::TEXTURE, "assets/textures/sky.png");
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2024-12-27 05:31:12 +00:00
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// Load a model
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Model *modelPtr = g_AssetManager.loadAsset<Model *>(AssetType::MODEL, "assets/models/LowPolyFiatUNO.obj");
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if (modelPtr == nullptr)
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{
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DEBUG_PRINT("Failed to load model.");
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}
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else
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{
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Model *model = reinterpret_cast<Model *>(modelPtr);
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DEBUG_PRINT("Model loaded successfully with %lld vertices and %lld indices.", model->vertices.size(), model->indices.size());
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}
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2024-12-27 21:27:05 +00:00
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Model *modelPtr4 = g_AssetManager.loadAsset<Model *>(AssetType::MODEL, "assets/models/shopping-cart.obj");
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2024-12-27 21:27:05 +00:00
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Model *model4 = reinterpret_cast<Model *>(modelPtr4);
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DEBUG_PRINT("Model loaded successfully with %lld vertices and %lld indices.", model4->vertices.size(), model4->indices.size());
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2024-12-27 01:34:34 +00:00
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g_GameObjects.push_back(newGameObject);
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DEBUG_PRINT("Put componenent into Global Componenets Subsystem");
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// printf("%p\n", &g_GameObjects);
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// Possibly create more GameObjects with different positions or textures
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2024-12-26 04:00:13 +00:00
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ThemeManager_ChangeTheme(2);
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DEBUG_PRINT("Changed Theme to default");
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2024-12-26 04:00:13 +00:00
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2024-12-25 21:44:33 +00:00
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while (!glfwWindowShouldClose(m_Window) && m_Running)
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{
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// Poll events
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glfwPollEvents();
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// Calculate current time
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double current_time = glfwGetTime();
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// Calculate per-frame delta time
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double frame_delta = current_time - m_LastFrameTime;
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m_LastFrameTime = current_time;
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// Accumulate time for FPS calculation
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m_TimeAccumulator += frame_delta;
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m_FrameCount++;
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// Update FPS every 0.1 seconds
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if (m_TimeAccumulator >= 0.1)
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{
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m_Fps = static_cast<float>(m_FrameCount / m_TimeAccumulator);
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m_Ms = 100.0f / m_Fps; // Assuming m_Ms represents milliseconds per frame
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// Reset counters
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m_FrameCount = 0;
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m_TimeAccumulator = 0.0;
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}
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// Start new frame
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BeginFrame();
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// Show main DockSpace
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ShowDockSpace();
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2024-12-26 00:53:17 +00:00
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m_InspectorWindow->Show();
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if (1) {
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for (auto& Gameobject : g_GameObjects) {
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// Handle Componenets That require Updates
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std::shared_ptr<ScriptComponent> script = Gameobject->GetComponent<ScriptComponent>();
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if (script){ // Stupid Null Checks
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script->Update(frame_delta);
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}
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}
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}
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// Pass per-frame delta time to Lua
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2024-12-27 01:34:34 +00:00
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m_RenderWindow->Show(); // The spinning triangle as ImGui::Image
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m_PerformanceWindow->Show(m_Fps, m_Ms); // FPS & ms
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m_LoggerWindow->Show(); // Logs
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m_SceneWindow->Show();
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// After rendering
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m_PerformanceWindow->UpdatePerformanceStats(-1, g_GPU_Triangles_drawn_to_screen);
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// End frame
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EndFrame();
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}
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2024-12-27 21:27:05 +00:00
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2024-12-25 23:01:05 +00:00
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DEBUG_PRINT("[OK] Engine Run ");
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}
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void MyEngine::Cleanup()
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{
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DEBUG_PRINT("[START] Engine Cleanup ");
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2024-12-27 01:34:34 +00:00
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2024-12-25 21:44:33 +00:00
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// ImGui cleanup
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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// GLFW cleanup
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if (m_Window)
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{
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glfwDestroyWindow(m_Window);
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m_Window = nullptr;
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}
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glfwTerminate();
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m_Running = false;
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DEBUG_PRINT("[OK] Engine Cleanup ");
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}
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void MyEngine::BeginFrame()
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{
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// ImGui new frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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}
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void MyEngine::EndFrame()
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{
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// Render ImGui
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ImGui::Render();
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// Clear the default framebuffer
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int display_w, display_h;
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glfwGetFramebufferSize(m_Window, &display_w, &display_h);
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glViewport(0, 0, display_w, display_h);
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glClearColor(0.05f, 0.05f, 0.06f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Draw the ImGui data
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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// (Optional) handle multi-viewport
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2024-12-27 01:34:34 +00:00
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ImGuiIO &io = ImGui::GetIO();
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2024-12-25 21:44:33 +00:00
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if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
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{
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2024-12-27 01:34:34 +00:00
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GLFWwindow *backup_current_context = glfwGetCurrentContext();
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2024-12-25 21:44:33 +00:00
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ImGui::UpdatePlatformWindows();
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ImGui::RenderPlatformWindowsDefault();
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glfwMakeContextCurrent(backup_current_context);
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}
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// Swap
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glfwSwapBuffers(m_Window);
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}
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void MyEngine::ShowDockSpace()
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{
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static bool dockspaceOpen = true;
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static bool opt_fullscreen = true;
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2024-12-27 01:34:34 +00:00
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// Initialize dockspace_flags without ImGuiDockNodeFlags_DockSpace
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static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_PassthruCentralNode;
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2024-12-25 21:44:33 +00:00
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
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if (opt_fullscreen)
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{
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2024-12-27 01:34:34 +00:00
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ImGuiViewport *viewport = ImGui::GetMainViewport();
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2024-12-25 21:44:33 +00:00
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ImGui::SetNextWindowPos(viewport->WorkPos);
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ImGui::SetNextWindowSize(viewport->WorkSize);
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ImGui::SetNextWindowViewport(viewport->ID);
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2024-12-27 01:34:34 +00:00
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window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
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window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
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2024-12-25 21:44:33 +00:00
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}
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2024-12-27 01:34:34 +00:00
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// Style adjustments
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2024-12-25 21:44:33 +00:00
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ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
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ImGui::Begin("DockSpace", &dockspaceOpen, window_flags);
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ImGui::PopStyleVar(2);
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2024-12-27 01:34:34 +00:00
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// Menu bar
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2024-12-25 21:44:33 +00:00
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if (ImGui::BeginMenuBar())
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{
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if (ImGui::BeginMenu("File"))
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{
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if (ImGui::MenuItem("Exit"))
|
2024-12-27 04:08:50 +00:00
|
|
|
{
|
2024-12-25 21:44:33 +00:00
|
|
|
m_Running = false; // Stop the engine
|
2024-12-27 04:08:50 +00:00
|
|
|
}
|
|
|
|
if (ImGui::MenuItem("Save"))
|
|
|
|
{
|
2024-12-27 04:27:47 +00:00
|
|
|
m_LoggerWindow->AddLog("Saveing Scene", ImVec4(0.3f, 1.0f, 0.3f, 1.0f));
|
2024-12-27 05:31:12 +00:00
|
|
|
g_SceneManager.SaveScene(g_GameObjects, "./scenes/Default.scene");
|
2024-12-27 04:08:50 +00:00
|
|
|
}
|
|
|
|
if (ImGui::MenuItem("Load"))
|
|
|
|
{
|
2024-12-27 04:27:47 +00:00
|
|
|
m_LoggerWindow->AddLog("Loading Scene", ImVec4(0.3f, 1.0f, 0.3f, 1.0f));
|
|
|
|
|
2024-12-27 05:31:12 +00:00
|
|
|
g_SceneManager.LoadScene(g_GameObjects, "./scenes/Default.scene");
|
2024-12-27 04:08:50 +00:00
|
|
|
}
|
2024-12-25 21:44:33 +00:00
|
|
|
ImGui::EndMenu();
|
|
|
|
}
|
|
|
|
ImGui::EndMenuBar();
|
|
|
|
}
|
|
|
|
|
|
|
|
// DockSpace
|
2024-12-27 01:34:34 +00:00
|
|
|
ImGuiIO &io = ImGui::GetIO();
|
2024-12-25 21:44:33 +00:00
|
|
|
if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable)
|
|
|
|
{
|
2024-12-27 01:34:34 +00:00
|
|
|
// Optional: Log the flags for debugging
|
|
|
|
// DEBUG_PRINT("DockSpace Flags: %d", dockspace_flags);
|
|
|
|
|
2024-12-25 21:44:33 +00:00
|
|
|
ImGuiID dockspace_id = ImGui::GetID("MyDockSpace");
|
|
|
|
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ImGui::Text("Docking is not enabled. Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable.");
|
|
|
|
}
|
|
|
|
|
|
|
|
ImGui::End();
|
|
|
|
}
|