Tesseract-Engine/src/Windows/RenderWindow.cpp

262 lines
7.3 KiB
C++
Raw Normal View History

// 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 "Componenets/GameObject.h"
#include "Componenets/Mesh.h"
#include "Componenets/Transform.h"
extern std::vector<GameObject> m_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;
// 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
};
void RenderWindow::Show()
{
ImGui::Begin("OpenGL Output");
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;
}
// 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();
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
// ----------------------------------------------------
{
void* shaderAsset = g_AssetManager.loadAsset(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
// ----------------------------------------------------
{
void* texAsset = g_AssetManager.loadAsset(AssetType::TEXTURE, "assets/textures/wood.png");
if (!texAsset)
{
fprintf(stderr, "[RenderWindow] Failed to load texture.\n");
}
else
{
// Cast from void* to GLuint
m_TextureID = static_cast<GLuint>(reinterpret_cast<uintptr_t>(texAsset));
}
}
// ----------------------------------------------------
// 4) Initialize GameObjects
// ----------------------------------------------------
}
void RenderWindow::RenderSceneToFBO()
{
m_RotationAngle += 0.1f; // spin per frame
// Bind the FBO
m_FBO.Bind();
glViewport(0, 0, m_LastWidth, m_LastHeight);
glEnable(GL_DEPTH_TEST);
glClearColor(0.1f, 0.15f, 0.2f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use our loaded shader
if (!m_ShaderPtr)
return; // Can't render without a shader
m_ShaderPtr->Use();
GLuint programID = m_ShaderPtr->GetProgramID();
// Define view and projection matrices once
glm::mat4 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;
glm::mat4 proj = glm::perspective(glm::radians(CAM_FOV), aspect, CAM_NEAR_PLAIN, CAM_FAR_PLAIN);
// Iterate over each GameObject and render it
for (auto& obj : m_GameObjects)
{
// -----------------------------------
// 1) Build MVP from obj.transform
// -----------------------------------
glm::mat4 model = glm::mat4(1.f);
// Translate
model = glm::translate(model, obj.transform.position);
// Rotate around X, Y, Z
model = glm::rotate(model, glm::radians(obj.transform.rotation.x), glm::vec3(1.f, 0.f, 0.f));
model = glm::rotate(model, glm::radians(obj.transform.rotation.y), glm::vec3(0.f, 1.f, 0.f));
model = glm::rotate(model, glm::radians(obj.transform.rotation.z), glm::vec3(0.f, 0.f, 1.f));
// Scale
model = glm::scale(model, obj.transform.scale);
// Compute MVP
glm::mat4 mvp = proj * view * model;
// Pass MVP to the shader
GLint mvpLoc = glGetUniformLocation(programID, "uMVP");
glUniformMatrix4fv(mvpLoc, 1, GL_FALSE, glm::value_ptr(mvp));
// -----------------------------------
// 2) Bind the object's texture
// -----------------------------------
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, obj.mesh.textureID);
// Set the sampler uniform to texture unit 0
GLint texLoc = glGetUniformLocation(programID, "uTexture");
glUniform1i(texLoc, 0);
// -----------------------------------
// 3) Draw the object's mesh
// -----------------------------------
glBindVertexArray(obj.mesh.vao);
glDrawElements(GL_TRIANGLES, obj.mesh.indexCount, GL_UNSIGNED_INT, nullptr);
// Unbind for cleanliness
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
}
// Cleanup
glUseProgram(0);
m_FBO.Unbind();
}