fixed 3d Rendering pipline, updated asset manager v2, and a\added inspector window
This commit is contained in:
parent
ceb1f81f1b
commit
6be1be5a51
@ -14,5 +14,5 @@ void main()
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// Multiply the texture by our uniform color.
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// If you want a pure color (no texture), just do:
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// FragColor = uColor;
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FragColor = texColor * uColor;
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FragColor = texColor * texColor;
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}
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@ -20,6 +20,8 @@
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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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@ -27,6 +29,8 @@
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AssetManager g_AssetManager;
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LoggerWindow *g_LoggerWindow;
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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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@ -87,11 +91,16 @@ bool MyEngine::Init(int width, int height, const std::string& title)
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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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// 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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g_LoggerWindow = m_LoggerWindow.get();
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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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@ -126,6 +135,11 @@ void MyEngine::Run()
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// Show main DockSpace
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ShowDockSpace();
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static Transform myTransform;
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static Script myScript;
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m_InspectorWindow->Show(myTransform, myScript);
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// Show our windows
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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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@ -7,6 +7,8 @@
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#include "Windows/PerformanceWindow.h"
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#include "Windows/LoggerWindow.h"
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#include "Engine/AssetManager.h"
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#include "Windows/InspectorWindow.h"
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//#define DEBUG
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#include "gcml.h"
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@ -40,6 +42,8 @@ private:
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std::unique_ptr<RenderWindow> m_RenderWindow;
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std::unique_ptr<PerformanceWindow> m_PerformanceWindow;
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std::unique_ptr<LoggerWindow> m_LoggerWindow;
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std::unique_ptr<InspectorWindow> m_InspectorWindow;
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// For FPS calculation
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float m_Fps = 0.0f;
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@ -1,24 +1,36 @@
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#include "AssetManager.h"
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#include "Engine/AssetManager.h"
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#include <iostream>
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#include <GL/glew.h> // or <GL/glew.h>, whichever you use
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// Include your Shader class
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#include "Rendering/Shader.h"
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#include "Windows/LoggerWindow.h"
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// Include OpenGL loader (GLEW) for texture creation
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#include <GL/glew.h>
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// For texture loading
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb/stb_image.h"
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int LoaddedAssets = 0;
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extern LoggerWindow *g_LoggerWindow;
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void* AssetManager::loadAsset(AssetType type, const std::string& path)
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{
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// 1) Generate a unique key for this type+path
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// 1) Create a unique key for cache lookup
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std::string key = generateKey(type, path);
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// 2) Check if this asset is already loaded/cached
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// 2) Check if it’s already loaded
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auto it = m_AssetMap.find(key);
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if (it != m_AssetMap.end())
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{
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// Already loaded, return existing data
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// Return existing pointer
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return it->second.data;
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}
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// 3) Not loaded yet, so load from disk
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// 3) Not loaded yet, load from disk
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void* assetData = loadAssetFromDisk(type, path);
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if (!assetData)
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{
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@ -26,18 +38,21 @@ void* AssetManager::loadAsset(AssetType type, const std::string& path)
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return nullptr;
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}
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// 4) Cache the result in m_AssetMap
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// 4) Store in cache
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GenericAsset newAsset;
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newAsset.data = assetData;
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m_AssetMap[key] = newAsset;
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// 5) Return the new asset pointer
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LoaddedAssets += 1;
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g_LoggerWindow->AddLog("Loadded Asset: %s", path.c_str());
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// 5) Return pointer
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return assetData;
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}
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std::string AssetManager::generateKey(AssetType type, const std::string& path)
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{
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// Combine the numeric type and path into a single string key
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return std::to_string(static_cast<int>(type)) + ":" + path;
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}
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@ -45,75 +60,88 @@ void* AssetManager::loadAssetFromDisk(AssetType type, const std::string& path)
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{
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switch (type)
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{
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case AssetType::TEXTURE:
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case AssetType::TEXTURE:
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{
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// --------------------------------------------
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// Load a texture with stb_image
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// --------------------------------------------
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std::cout << "[AssetManager] Loading TEXTURE from: " << path << std::endl;
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int width, height, channels;
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unsigned char* data = stbi_load(path.c_str(), &width, &height, &channels, 0);
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if (!data)
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{
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// ----------------------------------------------------------
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// REAL CODE: load an image file (PNG, JPG, etc.) with stb_image
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// and upload it as an OpenGL texture.
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// ----------------------------------------------------------
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std::cout << "[AssetManager] Loading TEXTURE from " << path << std::endl;
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// 1) Load pixels using stb_image
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int width, height, channels;
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unsigned char* data = stbi_load(path.c_str(), &width, &height, &channels, 0);
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if (!data)
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{
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std::cerr << "[AssetManager] stb_image failed to load: " << path << std::endl;
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return nullptr;
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}
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// 2) Determine the pixel format
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GLenum format = GL_RGBA; // default
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if (channels == 1)
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format = GL_RED;
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else if (channels == 3)
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format = GL_RGB;
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// if channels == 4, already RGBA
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// 3) Generate and bind a texture
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GLuint textureID = 0;
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glGenTextures(1, &textureID);
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glBindTexture(GL_TEXTURE_2D, textureID);
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// 4) Upload the data to OpenGL
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0, format,
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GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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// 5) Set texture parameters (filtering, wrapping, etc.)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// 6) Unbind and free the stb_image data
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glBindTexture(GL_TEXTURE_2D, 0);
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stbi_image_free(data);
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// Return the texture ID, but cast it to `void*`
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// so it fits our `GenericAsset.data` usage.
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return reinterpret_cast<void*>(static_cast<uintptr_t>(textureID));
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}
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case AssetType::SHADER:
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{
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std::cout << "[AssetManager] Loading SHADER from " << path << std::endl;
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// Stub: in real code, read/compile .vert/.frag, return program ID
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return (void*)0x87654321;
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}
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case AssetType::SOUND:
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{
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std::cout << "[AssetManager] Loading SOUND from " << path << std::endl;
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// Stub: load .wav or .ogg file, return pointer to sound data
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return (void*)0xAAAA8888;
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}
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default:
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{
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std::cerr << "[AssetManager] Unknown asset type!\n";
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std::cerr << "[AssetManager] stb_image failed for: " << path << std::endl;
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return nullptr;
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}
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GLenum format = GL_RGBA;
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if (channels == 1) format = GL_RED;
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else if (channels == 3) format = GL_RGB;
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// if channels == 4, already GL_RGBA
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GLuint texID = 0;
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glGenTextures(1, &texID);
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glBindTexture(GL_TEXTURE_2D, texID);
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glTexImage2D(GL_TEXTURE_2D, 0, format, width, height, 0,
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format, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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// Set texture params
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// Cleanup
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glBindTexture(GL_TEXTURE_2D, 0);
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stbi_image_free(data);
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// Return as void*
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return reinterpret_cast<void*>(static_cast<uintptr_t>(texID));
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}
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case AssetType::SHADER:
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{
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// --------------------------------------------
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// Load a shader using your existing "Shader" class
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// --------------------------------------------
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// Example usage: path = "shaders/UnlitMaterial" =>
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// loads "shaders/UnlitMaterial.vert" and "shaders/UnlitMaterial.frag"
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std::cout << "[AssetManager] Loading SHADER from: " << path << std::endl;
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// Create a new Shader object on the heap
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Shader* newShader = new Shader();
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// Build actual paths from the base path
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std::string vertPath = path + ".vert";
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std::string fragPath = path + ".frag";
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// Attempt to load
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if (!newShader->Load(vertPath, fragPath))
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{
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std::cerr << "[AssetManager] Could not load shader: "
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<< vertPath << " / " << fragPath << std::endl;
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delete newShader; // Cleanup
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return nullptr;
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}
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// Return as void*
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return reinterpret_cast<void*>(newShader);
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}
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case AssetType::SOUND:
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{
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std::cout << "[AssetManager] Loading SOUND from: " << path << std::endl;
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// Stub or real code to load .wav / .ogg
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return (void*)0xAAAA8888; // placeholder
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}
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default:
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{
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std::cerr << "[AssetManager] Unknown asset type for: " << path << std::endl;
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return nullptr;
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}
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}
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}
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@ -3,52 +3,45 @@
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#include <string>
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#include <unordered_map>
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// Forward-declare your Shader class
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class Shader;
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// --------------------------------------------------------------------------
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// 1. Define an enum for various asset types
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// --------------------------------------------------------------------------
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// Define types of assets
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enum class AssetType
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{
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TEXTURE,
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SHADER,
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SOUND,
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// Add more as needed
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// Add more as you need
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};
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// --------------------------------------------------------------------------
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// 2. A placeholder "GenericAsset" struct
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//
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// In a real system, you might have a base class (e.g., class Asset)
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// with derived classes, or store typed data in union/variant.
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// --------------------------------------------------------------------------
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// A simple struct to hold the generic pointer
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struct GenericAsset
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{
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void* data = nullptr; // Points to the actual loaded asset data
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// In a real engine, you'd store more metadata here.
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void* data = nullptr;
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};
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// --------------------------------------------------------------------------
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// 3. The AssetManager class
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// --------------------------------------------------------------------------
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// The main AssetManager
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class AssetManager
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{
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public:
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// Constructor / Destructor
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AssetManager() = default;
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~AssetManager() = default;
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// loadAsset() returns a pointer to the loaded asset data.
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// In a real engine, you might return a typed pointer or a handle.
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// Load an asset from disk (texture, shader, etc.)
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// Returns a void* pointer to the loaded resource.
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// - For TEXTURE, cast to (GLuint)
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// - For SHADER, cast to (Shader*)
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// - For SOUND, cast to whatever you store
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void* loadAsset(AssetType type, const std::string& path);
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private:
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// Map from "type+path" -> GenericAsset
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// Cache of already loaded assets: key = "type + path"
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std::unordered_map<std::string, GenericAsset> m_AssetMap;
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// Generate a unique key for each asset based on type + path
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// Generate the unique key
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std::string generateKey(AssetType type, const std::string& path);
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// Actually load asset data from disk, specialized by AssetType
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// Actual loading from disk
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void* loadAssetFromDisk(AssetType type, const std::string& path);
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};
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222
src/Windows/InspectorWindow.cpp
Normal file
222
src/Windows/InspectorWindow.cpp
Normal file
@ -0,0 +1,222 @@
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#include "InspectorWindow.h"
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#include <cstdio> // for printf, if needed
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#include <cstring> // for strcpy, if needed
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void InspectorWindow::Show(Transform &transform, Script &script)
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{
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// We can push additional style for a more Unity/Godot-like inspector
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(12, 12));
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ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(6, 4));
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ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(8, 8));
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// Optional: a slight color for window background
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// (If you want to override the theme’s default)
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// ImGui::PushStyleColor(ImGuiCol_WindowBg, ImVec4(0.12f, 0.12f, 0.12f, 1.f));
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if (ImGui::Begin("Inspector"))
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{
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// Title or header-like text
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{
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// A mild accent color for the header text
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ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(0.9f, 0.85f, 0.2f, 1.f));
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ImGui::TextUnformatted("Selected Object Inspector");
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ImGui::PopStyleColor();
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}
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ImGui::Separator();
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ImGui::Spacing();
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// ----------------
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// TRANSFORM
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// ----------------
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{
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// A bit of color or bold for the header
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// Inside your InspectorWindow::Show(...) method,
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// specifically within the Transform section:
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if (ImGui::CollapsingHeader("Transform", ImGuiTreeNodeFlags_DefaultOpen))
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{
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// Provide a quick tooltip/hint on hover
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if (ImGui::IsItemHovered())
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{
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ImGui::BeginTooltip();
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ImGui::TextUnformatted("Controls the object's Position, Rotation, and Scale.");
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ImGui::EndTooltip();
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}
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// ------------------------------------------
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// Position
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// ------------------------------------------
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if (ImGui::TreeNodeEx("Position", ImGuiTreeNodeFlags_DefaultOpen | ImGuiTreeNodeFlags_SpanAvailWidth))
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{
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// We'll do a custom layout with color-coded X, Y, Z labels
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ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, 1.0f), "Position:");
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ImGui::Spacing();
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// Colors for each axis: X=red, Y=green, Z=blue
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ImVec4 colX(1.0f, 0.4f, 0.4f, 1.0f);
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ImVec4 colY(0.4f, 1.0f, 0.4f, 1.0f);
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ImVec4 colZ(0.4f, 0.4f, 1.0f, 1.0f);
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// Axis labels for reference
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const char *axisLabels[3] = {"X", "Y", "Z"};
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ImVec4 axisColors[3] = {colX, colY, colZ};
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float *pos = transform.position;
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// We'll lay them out on one line with spacing
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ImGui::PushID("PositionFields");
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for (int i = 0; i < 3; i++)
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{
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// Color-coded label
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ImGui::TextColored(axisColors[i], "%s", axisLabels[i]);
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ImGui::SameLine();
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// We push another ID so each DragFloat is unique
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ImGui::PushID(i);
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ImGui::SetNextItemWidth(60.0f); // or -1 for full stretch
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ImGui::DragFloat("##Pos", &pos[i], 0.1f);
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ImGui::PopID();
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// Small spacing between each axis
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if (i < 2)
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{
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ImGui::SameLine(0, 15);
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}
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}
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ImGui::PopID();
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ImGui::TreePop();
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}
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ImGui::Spacing();
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// ------------------------------------------
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// Rotation
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// ------------------------------------------
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if (ImGui::TreeNodeEx("Rotation", ImGuiTreeNodeFlags_DefaultOpen | ImGuiTreeNodeFlags_SpanAvailWidth))
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{
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ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, 1.0f), "Rotation:");
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ImGui::Spacing();
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ImVec4 colX(1.0f, 0.4f, 0.4f, 1.0f);
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ImVec4 colY(0.4f, 1.0f, 0.4f, 1.0f);
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ImVec4 colZ(0.4f, 0.4f, 1.0f, 1.0f);
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const char *axisLabels[3] = {"X", "Y", "Z"};
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ImVec4 axisColors[3] = {colX, colY, colZ};
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float *rot = transform.rotation;
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ImGui::PushID("RotationFields");
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for (int i = 0; i < 3; i++)
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{
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ImGui::TextColored(axisColors[i], "%s", axisLabels[i]);
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ImGui::SameLine();
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||||
|
||||
ImGui::PushID(i);
|
||||
ImGui::SetNextItemWidth(60.0f);
|
||||
ImGui::DragFloat("##Rot", &rot[i], 0.1f);
|
||||
ImGui::PopID();
|
||||
|
||||
if (i < 2)
|
||||
{
|
||||
ImGui::SameLine(0, 15);
|
||||
}
|
||||
}
|
||||
ImGui::PopID();
|
||||
|
||||
ImGui::TreePop();
|
||||
}
|
||||
ImGui::Spacing();
|
||||
|
||||
// ------------------------------------------
|
||||
// Scale
|
||||
// ------------------------------------------
|
||||
if (ImGui::TreeNodeEx("Scale", ImGuiTreeNodeFlags_DefaultOpen | ImGuiTreeNodeFlags_SpanAvailWidth))
|
||||
{
|
||||
ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, 1.0f), "Scale:");
|
||||
ImGui::Spacing();
|
||||
|
||||
ImVec4 colX(1.0f, 0.4f, 0.4f, 1.0f);
|
||||
ImVec4 colY(0.4f, 1.0f, 0.4f, 1.0f);
|
||||
ImVec4 colZ(0.4f, 0.4f, 1.0f, 1.0f);
|
||||
|
||||
const char *axisLabels[3] = {"X", "Y", "Z"};
|
||||
ImVec4 axisColors[3] = {colX, colY, colZ};
|
||||
float *scl = transform.scale;
|
||||
|
||||
ImGui::PushID("ScaleFields");
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
ImGui::TextColored(axisColors[i], "%s", axisLabels[i]);
|
||||
ImGui::SameLine();
|
||||
|
||||
ImGui::PushID(i);
|
||||
ImGui::SetNextItemWidth(60.0f);
|
||||
ImGui::DragFloat("##Scale", &scl[i], 0.1f);
|
||||
ImGui::PopID();
|
||||
|
||||
if (i < 2)
|
||||
{
|
||||
ImGui::SameLine(0, 15);
|
||||
}
|
||||
}
|
||||
ImGui::PopID();
|
||||
|
||||
ImGui::TreePop();
|
||||
}
|
||||
|
||||
ImGui::Spacing();
|
||||
ImGui::Separator();
|
||||
}
|
||||
|
||||
ImGui::Spacing();
|
||||
}
|
||||
|
||||
// ----------------
|
||||
// SCRIPT
|
||||
// ----------------
|
||||
{
|
||||
if (ImGui::CollapsingHeader("Script##Inspector", ImGuiTreeNodeFlags_DefaultOpen))
|
||||
{
|
||||
if (ImGui::IsItemHovered())
|
||||
{
|
||||
ImGui::BeginTooltip();
|
||||
ImGui::TextUnformatted("Attach a script (logic) to this object.");
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
|
||||
// Script Name
|
||||
ImGui::TextColored(ImVec4(0.9f, 0.9f, 0.9f, 1.0f), "Script Name:");
|
||||
ImGui::SameLine();
|
||||
{
|
||||
// We'll allocate a buffer to edit the script name
|
||||
char buffer[128];
|
||||
// Copy the current name into the buffer
|
||||
std::snprintf(buffer, sizeof(buffer), "%s", script.scriptName.c_str());
|
||||
|
||||
// Provide an input text
|
||||
ImGui::SetNextItemWidth(-1);
|
||||
if (ImGui::InputText("##ScriptName", buffer, sizeof(buffer)))
|
||||
{
|
||||
script.scriptName = buffer;
|
||||
}
|
||||
}
|
||||
|
||||
// Enabled?
|
||||
ImGui::Checkbox("Enabled##ScriptEnabled", &script.enabled);
|
||||
|
||||
// In a real engine, you might display all public fields of the script here
|
||||
// e.g., float moveSpeed, int health, etc.
|
||||
|
||||
ImGui::Spacing();
|
||||
ImGui::Separator();
|
||||
}
|
||||
}
|
||||
}
|
||||
ImGui::End();
|
||||
|
||||
// Pop the potential override color if used
|
||||
// ImGui::PopStyleColor();
|
||||
|
||||
// Restore style
|
||||
ImGui::PopStyleVar(3);
|
||||
}
|
37
src/Windows/InspectorWindow.h
Normal file
37
src/Windows/InspectorWindow.h
Normal file
@ -0,0 +1,37 @@
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <glm/glm.hpp> // or <glm/vec3.hpp> if you prefer
|
||||
#include "imgui.h"
|
||||
|
||||
// Example struct for a Transform component
|
||||
struct Transform
|
||||
{
|
||||
float position[3] = {0.0f, 0.0f, 0.0f};
|
||||
float rotation[3] = {0.0f, 0.0f, 0.0f};
|
||||
float scale[3] = {1.0f, 1.0f, 1.0f};
|
||||
};
|
||||
|
||||
// Example struct for a Script component
|
||||
struct Script
|
||||
{
|
||||
std::string scriptName = "MyBehavior.lua";
|
||||
bool enabled = true;
|
||||
};
|
||||
|
||||
// The Inspector window class
|
||||
class InspectorWindow
|
||||
{
|
||||
public:
|
||||
// Constructor / Destructor
|
||||
InspectorWindow() = default;
|
||||
~InspectorWindow() = default;
|
||||
|
||||
// Show the window (call each frame)
|
||||
// Pass references to your components, so any changes get applied to them.
|
||||
void Show(Transform& transform, Script& script);
|
||||
|
||||
private:
|
||||
// You can store additional state or styling here if needed
|
||||
// e.g. bool m_SomeInternalFlag = false;
|
||||
};
|
@ -2,6 +2,8 @@
|
||||
#include "imgui.h"
|
||||
#include <algorithm> // for std::move, etc.
|
||||
|
||||
extern int LoaddedAssets;
|
||||
|
||||
// Initialize static members
|
||||
int PerformanceWindow::m_OpenGLCallCount = 0;
|
||||
int PerformanceWindow::m_TriangleCount = 0;
|
||||
@ -77,6 +79,9 @@ void PerformanceWindow::Show(float fps, float ms)
|
||||
0, nullptr, 0.0f, 5000.0f, ImVec2(0, 50));
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
ImGui::TextColored(ImVec4(0.4f, 1.0f, 0.4f, 1.0f), "Assets: %d", LoaddedAssets);
|
||||
|
||||
ImGui::End();
|
||||
ImGui::PopStyleVar();
|
||||
}
|
||||
|
@ -1,56 +1,56 @@
|
||||
// RenderWindow.cpp
|
||||
|
||||
#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
|
||||
// Include your AssetManager & Shader headers
|
||||
#include "Engine/AssetManager.h"
|
||||
#include "Rendering/Shader.h"
|
||||
|
||||
// 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 reference to our global (or extern) asset manager
|
||||
extern AssetManager g_AssetManager;
|
||||
|
||||
// --------------------------------------------------
|
||||
// Cube vertex data and indices (unchanged)
|
||||
// --------------------------------------------------
|
||||
// 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,
|
||||
-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,
|
||||
-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,
|
||||
-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,
|
||||
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,
|
||||
-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,
|
||||
-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[] =
|
||||
@ -69,9 +69,6 @@ static unsigned int g_CubeIndices[] =
|
||||
20,21,22, 22,23,20
|
||||
};
|
||||
|
||||
// --------------------------------------------------
|
||||
// Show() - ImGui window to display the FBO
|
||||
// --------------------------------------------------
|
||||
void RenderWindow::Show()
|
||||
{
|
||||
ImGui::Begin("OpenGL Output");
|
||||
@ -86,6 +83,7 @@ void RenderWindow::Show()
|
||||
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)
|
||||
@ -106,34 +104,39 @@ void RenderWindow::Show()
|
||||
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"))
|
||||
// ----------------------------------------------------
|
||||
// 1) Load SHADER from the asset manager
|
||||
// ----------------------------------------------------
|
||||
{
|
||||
fprintf(stderr, "[RenderWindow] Failed to load unlit material shader.\n");
|
||||
return;
|
||||
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 a VAO for the cube
|
||||
// ----------------------------------------------------
|
||||
// 2) Create VAO/VBO/EBO 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);
|
||||
// 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,
|
||||
@ -142,28 +145,26 @@ void RenderWindow::InitGLResources()
|
||||
|
||||
glBindVertexArray(0);
|
||||
|
||||
// 6) Load the texture via AssetManager
|
||||
// This call returns a void*, which we cast to a GLuint
|
||||
// ----------------------------------------------------
|
||||
// 3) Load TEXTURE from the asset manager
|
||||
// ----------------------------------------------------
|
||||
{
|
||||
void* assetPtr = g_AssetManager.loadAsset(AssetType::TEXTURE, "assets/textures/default.png");
|
||||
if (!assetPtr)
|
||||
void* texAsset = g_AssetManager.loadAsset(AssetType::TEXTURE, "assets/textures/default.png");
|
||||
if (!texAsset)
|
||||
{
|
||||
fprintf(stderr, "[RenderWindow] Failed to load texture via AssetManager.\n");
|
||||
fprintf(stderr, "[RenderWindow] Failed to load texture.\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
// Convert void* to GLuint
|
||||
m_TextureID = static_cast<GLuint>(reinterpret_cast<uintptr_t>(assetPtr));
|
||||
// Cast from void* to GLuint
|
||||
m_TextureID = static_cast<GLuint>(reinterpret_cast<uintptr_t>(texAsset));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --------------------------------------------------
|
||||
// RenderSceneToFBO() - Offscreen render of the spinning cube
|
||||
// --------------------------------------------------
|
||||
void RenderWindow::RenderSceneToFBO()
|
||||
{
|
||||
m_RotationAngle += 0.5f; // degrees per frame
|
||||
m_RotationAngle += 0.5f; // spin per frame
|
||||
|
||||
m_FBO.Bind();
|
||||
glViewport(0, 0, m_LastWidth, m_LastHeight);
|
||||
@ -173,37 +174,41 @@ void RenderWindow::RenderSceneToFBO()
|
||||
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();
|
||||
// Use our loaded shader
|
||||
if (m_ShaderPtr)
|
||||
m_ShaderPtr->Use();
|
||||
else
|
||||
return; // No shader? Can't render
|
||||
|
||||
// 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;
|
||||
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");
|
||||
// Pass MVP to the shader
|
||||
GLuint programID = m_ShaderPtr->GetProgramID();
|
||||
GLint mvpLoc = glGetUniformLocation(programID, "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
|
||||
// Bind the texture to unit 0
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, m_TextureID);
|
||||
|
||||
// Draw
|
||||
// If your shader has a uniform sampler2D named "uTexture"
|
||||
GLint texLoc = glGetUniformLocation(programID, "uTexture");
|
||||
glUniform1i(texLoc, 0);
|
||||
|
||||
// Draw the cube
|
||||
glBindVertexArray(m_VAO);
|
||||
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, 0);
|
||||
glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, nullptr);
|
||||
|
||||
// Cleanup
|
||||
glBindVertexArray(0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
FBO::Unbind();
|
||||
m_FBO.Unbind();
|
||||
}
|
||||
|
@ -1,33 +1,23 @@
|
||||
#pragma once
|
||||
|
||||
#include "../Rendering/FBO.h"
|
||||
#include "../Rendering/Shader.h"
|
||||
#include <glm/glm.hpp>
|
||||
#include "../Engine/AssetManager.h"
|
||||
|
||||
|
||||
// Forward-declare a texture loading function if you have it in a separate file.
|
||||
// extern unsigned int LoadTexture(const char* filePath);
|
||||
#include "Rendering/Shader.h" //
|
||||
|
||||
class RenderWindow
|
||||
{
|
||||
public:
|
||||
void Show(); // Called each frame to draw the ImGui window with the rendered texture
|
||||
void Show();
|
||||
|
||||
private:
|
||||
// Initialize VAO/VBO/EBO, load shaders/textures, etc.
|
||||
void InitGLResources();
|
||||
|
||||
// Actually render the spinning cube into the FBO each frame
|
||||
void RenderSceneToFBO();
|
||||
|
||||
// Offscreen render target
|
||||
FBO m_FBO;
|
||||
|
||||
// Our unlit shader
|
||||
Shader m_Shader;
|
||||
|
||||
// Keep track if we've initialized (so we only do so once)
|
||||
// Keep track if we've initialized
|
||||
bool m_Initialized = false;
|
||||
|
||||
// GL objects for the cube
|
||||
@ -36,12 +26,13 @@ private:
|
||||
unsigned int m_EBO = 0;
|
||||
|
||||
// Spin
|
||||
float m_RotationAngle = 0.0f;
|
||||
float m_RotationAngle = 0.f;
|
||||
int m_LastWidth = 0;
|
||||
int m_LastHeight = 0;
|
||||
|
||||
// Track last known size (to recreate FBO if user resizes ImGui window)
|
||||
int m_LastWidth = 0;
|
||||
int m_LastHeight = 0;
|
||||
// The loaded texture
|
||||
unsigned int m_TextureID = 0;
|
||||
|
||||
// The loaded texture handle
|
||||
unsigned int m_TextureID = 0;
|
||||
// The loaded shader program (via AssetManager)
|
||||
Shader* m_ShaderPtr = nullptr;
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user