Tesseract-Engine/src/Windows/RenderWindow.cpp

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#include "RenderWindow.h"
#include <GL/glew.h>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "imgui.h"
// Include your AssetManager header
// Assume we have an extern or global asset manager declared somewhere
// e.g. in "Engine.cpp": AssetManager g_AssetManager;
// and in "AssetManager.h": extern AssetManager g_AssetManager;
extern AssetManager g_AssetManager;
// --------------------------------------------------
// Cube vertex data and indices (unchanged)
// --------------------------------------------------
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
};
// --------------------------------------------------
// Show() - ImGui window to display the FBO
// --------------------------------------------------
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 (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();
}
// --------------------------------------------------
// InitGLResources() - Setup VAO/VBO/EBO and load texture
// --------------------------------------------------
void RenderWindow::InitGLResources()
{
// 1) Load & compile our unlit texture shader (with UV support)
if (!m_Shader.Load("shaders/UnlitMaterial.vert", "shaders/UnlitMaterial.frag"))
{
fprintf(stderr, "[RenderWindow] Failed to load unlit material shader.\n");
return;
}
// 2) Create a VAO for the cube
glGenVertexArrays(1, &m_VAO);
glBindVertexArray(m_VAO);
// 3) Create a VBO
glGenBuffers(1, &m_VBO);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_CubeVertices), g_CubeVertices, GL_STATIC_DRAW);
// 4) Create an EBO
glGenBuffers(1, &m_EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(g_CubeIndices), g_CubeIndices, GL_STATIC_DRAW);
// 5) Setup vertex attribs
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);
// 6) Load the texture via AssetManager
// This call returns a void*, which we cast to a GLuint
{
void* assetPtr = g_AssetManager.loadAsset(AssetType::TEXTURE, "assets/textures/default.png");
if (!assetPtr)
{
fprintf(stderr, "[RenderWindow] Failed to load texture via AssetManager.\n");
}
else
{
// Convert void* to GLuint
m_TextureID = static_cast<GLuint>(reinterpret_cast<uintptr_t>(assetPtr));
}
}
}
// --------------------------------------------------
// RenderSceneToFBO() - Offscreen render of the spinning cube
// --------------------------------------------------
void RenderWindow::RenderSceneToFBO()
{
m_RotationAngle += 0.5f; // degrees per frame
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 unlit texture shader
m_Shader.Use();
// Build MVP
glm::mat4 model = glm::rotate(glm::mat4(1.0f),
glm::radians(m_RotationAngle),
glm::vec3(1.f, 1.f, 0.f));
glm::mat4 view = glm::translate(glm::mat4(1.0f), 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(45.f), aspect, 0.1f, 100.f);
glm::mat4 mvp = proj * view * model;
// Pass MVP
GLint mvpLoc = glGetUniformLocation(m_Shader.GetProgramID(), "uMVP");
glUniformMatrix4fv(mvpLoc, 1, GL_FALSE, glm::value_ptr(mvp));
// Texture uniform -> unit 0
GLint texLoc = glGetUniformLocation(m_Shader.GetProgramID(), "uTexture");
glUniform1i(texLoc, 0);
// Bind the texture from asset manager
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_TextureID);
// Draw
glBindVertexArray(m_VAO);
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
// Cleanup
glBindVertexArray(0);
glBindTexture(GL_TEXTURE_2D, 0);
FBO::Unbind();
}