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30 Commits

Author SHA1 Message Date
OusmBlueNinja
95b15827d6 Fixed Stupid Compilation errors. 2025-01-06 13:52:46 -06:00
OusmBlueNinja
24a5a4fbbe Updated Input Handler 2025-01-06 12:43:18 -06:00
OusmBlueNinja
a428ba3a0e Added release Build Options 2025-01-05 18:41:30 -06:00
OusmBlueNinja
dd17ed8df5 Update LoggerWindow.cpp 2025-01-04 23:27:06 -06:00
OusmBlueNinja
d373951d91 Logs: Made it a table instead of a List 2025-01-04 23:26:13 -06:00
OusmBlueNinja
99d99280cc Added Escape To desellect 2025-01-04 23:21:26 -06:00
OusmBlueNinja
6d356f5597 Revamped Logger Window 2025-01-04 23:06:38 -06:00
OusmBlueNinja
2095152251 Added (DEBUG) In Window title and Perf. Stats 2025-01-04 22:39:32 -06:00
OusmBlueNinja
71659be98e Fixed Version Number 2025-01-04 22:32:47 -06:00
OusmBlueNinja
e1b2d25fa7 Fixed Images 2025-01-04 22:20:43 -06:00
OusmBlueNinja
3ed1dd9421 Images aren't working 2025-01-04 22:19:42 -06:00
OusmBlueNinja
f8e60f05bf Fixed Mal-Named File 2025-01-04 22:16:48 -06:00
OusmBlueNinja
1be66c754a Updated Timeline 2025-01-04 22:16:00 -06:00
OusmBlueNinja
d375f8cd98 Added Gismos and Changed includes 2025-01-04 22:04:21 -06:00
OusmBlueNinja
f90e601396 I dont have a Windows Runner :( 2025-01-03 20:57:26 -06:00
OusmBlueNinja
229c4abc0f I dont have a windows runner....
Some checks failed
Build (Windows Cross-Compile on Ubuntu) / build_windows (push) Failing after 2m11s
2025-01-03 20:52:06 -06:00
OusmBlueNinja
b9bd335198 Change from Linux to windows build env
Some checks are pending
Build (Windows) / build_release (push) Waiting to run
2025-01-03 20:49:46 -06:00
OusmBlueNinja
611bc36ad6 Merge branch 'main' of https://dock-it.dev/Bit-By-Byte/Tesseract-Engine
Some checks failed
Build And Release / build_release (push) Failing after 1m44s
2025-01-03 20:45:38 -06:00
OusmBlueNinja
1bd5f34e21 linux build scripts 2025-01-03 20:45:31 -06:00
394f030403 Add .gitea/workflows/build-release.yml
Some checks failed
Build And Release / build_release (push) Failing after 2m4s
2025-01-04 02:36:22 +00:00
OusmBlueNinja
c8acf2b10d Added a single. Single. SINGLE. Comment 2025-01-03 18:54:29 -06:00
OusmBlueNinja
2dd88a870d Remove Unused Code 2025-01-03 18:44:00 -06:00
OusmBlueNinja
9b64f2cf50 Added Bounding Boxes, And Added CPU-Culling 2025-01-03 18:32:39 -06:00
OusmBlueNinja
ecb6c4951f Added GL_Draw_Count 2025-01-03 17:14:25 -06:00
OusmBlueNinja
77c834fa82 Changed Include Paths 2025-01-03 14:57:22 -06:00
OusmBlueNinja
fa4252b593 Updated Intelisence Code in the Engine and keycode bindings 2025-01-03 14:46:41 -06:00
OusmBlueNinja
91133a0396 Updated Lua API To Have InteliSence 2025-01-03 14:28:20 -06:00
OusmBlueNinja
22a5b729e7 Update camera.lua 2025-01-03 14:18:56 -06:00
OusmBlueNinja
f6adf1f37d Updated Camera Script 2025-01-03 09:58:58 -06:00
OusmBlueNinja
f567fb8ee9 Updated Camera Script 2025-01-02 22:16:50 -06:00
51 changed files with 1964 additions and 1015 deletions

151
Makefile
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@ -1,27 +1,95 @@
# Makefile
# Compiler and Flags
# ---------------------------------------------------------------------------
# Compiler and Base Flags
# ---------------------------------------------------------------------------
CXX := g++
CXXFLAGS := -Wall -Wextra -std=c++17 -g -DDEBUG -DTIMERS
# Common flags (for both Debug and Release)
CXXFLAGS_BASE := -Wall -Wextra -std=c++17
# Debug flags (includes TIMERS and DEBUG, plus -g)
CXXFLAGS_DEBUG := $(CXXFLAGS_BASE) -g -DDEBUG -DTIMERS
# Release flags (optimized, no debug macros, no timers)
CXXFLAGS_RELEASE := $(CXXFLAGS_BASE) -O2 -DNDEBUG
# By default, we build in Debug mode:
BUILD_TYPE ?= debug
# Well dynamically set BUILD_DIR and CXXFLAGS based on BUILD_TYPE
ifeq ($(BUILD_TYPE),debug)
BUILD_DIR := build
CXXFLAGS := $(CXXFLAGS_DEBUG)
else ifeq ($(BUILD_TYPE),release)
BUILD_DIR := release
CXXFLAGS := $(CXXFLAGS_RELEASE)
else
$(error Unknown BUILD_TYPE '$(BUILD_TYPE)'. Valid options: debug or release)
endif
# ---------------------------------------------------------------------------
# Detect Platform
# ---------------------------------------------------------------------------
ifeq ($(OS),Windows_NT)
# -------------------- Windows --------------------
EXE_EXT := .exe
# Example paths (adjust if you have your libs somewhere else):
GLFW_INCLUDE := C:/libs/glfw/include
GLEW_INCLUDE := C:/libs/glew/include
LIB_PATHS := -LC:/libs/glfw/lib \
-LC:/libs/glew/lib \
-Llib
LIBS := -lglfw3 -lopengl32 -lgdi32 -limm32 -lole32 -loleaut32 -luuid \
-lwinmm -lglew32 -lglu32 -lyaml-cpp -llua54
define MKDIR_P
if not exist "$(1)" mkdir "$(1)" >nul 2>&1
endef
else
# -------------------- Linux (or other Unix-likes) --------------------
EXE_EXT :=
GLFW_INCLUDE := /usr/include
GLEW_INCLUDE := /usr/include
LIB_PATHS :=
LIBS := -lglfw -lGL -lGLEW -lGLU -lyaml-cpp -llua
define MKDIR_P
mkdir -p "$(1)"
endef
endif
# ---------------------------------------------------------------------------
# Directories
# ---------------------------------------------------------------------------
SRC_DIR := src
VENDOR_DIRS := vendor/imgui-docking vendor/stb
BUILD_DIR := build
VENDOR_DIRS := vendor/imgui-docking vendor/stb vendor/ImGuizmo
# BUILD_DIR is determined by $(BUILD_TYPE) above: either `build` or `release`
# ---------------------------------------------------------------------------
# Include Directories
GLFW_INCLUDE := C:/libraries/glfw/include
INCLUDE_DIRS := $(SRC_DIR) $(VENDOR_DIRS) $(GLFW_INCLUDE) vendor/stb/include C:\msys64\mingw64\include vendor/lua vendor/gcml
INCLUDES := $(addprefix -I, $(INCLUDE_DIRS))
# ---------------------------------------------------------------------------
INCLUDE_DIRS := \
$(SRC_DIR) \
$(VENDOR_DIRS) \
$(GLFW_INCLUDE) \
$(GLEW_INCLUDE) \
vendor/stb/include \
vendor/lua \
vendor/ImGuizmo \
vendor/gcml
# Update compiler flags with include paths
CXXFLAGS += $(INCLUDES)
CXXFLAGS += $(foreach inc,$(INCLUDE_DIRS),-I$(inc))
# -------------------------------------------------------------------------
# ---------------------------------------------------------------------------
# Source Files
# 1) Recursively gather *.cpp in src (including subfolders).
# 2) Gather *.cpp from vendor/imgui-docking, vendor/stb, etc.
# -------------------------------------------------------------------------
# ---------------------------------------------------------------------------
SRC_FILES := $(wildcard $(SRC_DIR)/*.cpp) \
$(wildcard $(SRC_DIR)/**/*.cpp)
@ -29,46 +97,51 @@ VENDOR_SRC := $(foreach dir, $(VENDOR_DIRS), $(wildcard $(dir)/*.cpp))
STB_SRC := $(wildcard vendor/stb/src/*.cpp) # If stb has .cpp files
ALL_SRC := $(SRC_FILES) $(VENDOR_SRC) $(STB_SRC)
# -------------------------------------------------------------------------
# ---------------------------------------------------------------------------
# Object Files
# Convert each .cpp to a corresponding .o under the build/ directory.
# For example:
# src/Engine.cpp -> build/src/Engine.o
# src/Windows/LoggerWindow.cpp -> build/src/Windows/LoggerWindow.o
# -------------------------------------------------------------------------
OBJ_FILES := $(patsubst %.cpp, $(BUILD_DIR)/%.o, $(ALL_SRC))
# ---------------------------------------------------------------------------
OBJ_FILES := $(patsubst %.cpp,$(BUILD_DIR)/%.o,$(ALL_SRC))
# Target executable name
TARGET := TesseractEngine.exe
# Libraries
LIBS := -LC:/libraries/glfw/lib -Llib -lglfw3 -lopengl32 -lgdi32 -limm32 -lole32 -loleaut32 -luuid -lwinmm -lglew32 -lglu32 -lyaml-cpp -llua54
# ---------------------------------------------------------------------------
# Target (goes into the same directory as object files)
# ---------------------------------------------------------------------------
TARGET := $(BUILD_DIR)/TesseractEngine$(EXE_EXT)
# ---------------------------------------------------------------------------
# Phony Targets
.PHONY: all clean copy_assets
# ---------------------------------------------------------------------------
.PHONY: all clean debug release
# Default target
all: copy_assets $(TARGET)
# Default target uses whatever BUILD_TYPE is (default = debug)
all: $(TARGET)
# Copy assets/fonts to build/assets/fonts
copy_assets:
@echo Copying font assets...
xcopy /E /I /Y "assets\fonts" "$(BUILD_DIR)\assets\fonts" >nul
## "debug" target => override BUILD_TYPE
debug:
@$(MAKE) BUILD_TYPE=debug all
## "release" target => override BUILD_TYPE
release:
@$(MAKE) BUILD_TYPE=release all
# ---------------------------------------------------------------------------
# Link all object files to create the executable
# ---------------------------------------------------------------------------
$(TARGET): $(OBJ_FILES)
@echo Linking $@...
$(CXX) $(CXXFLAGS) -o $@ $^ $(LIBS)
$(CXX) $(CXXFLAGS) -o $@ $^ $(LIB_PATHS) $(LIBS)
# ---------------------------------------------------------------------------
# Pattern rule to compile .cpp files to .o files
# Note the mkdir on the $(dir $@) ensures subfolders under build/ exist.
# ---------------------------------------------------------------------------
$(BUILD_DIR)/%.o: %.cpp
@mkdir "$(dir $@)" >nul 2>&1 || echo Directory exists
@$(call MKDIR_P,$(dir $@))
@echo Compiling $<...
$(CXX) $(CXXFLAGS) -c $< -o $@
# ---------------------------------------------------------------------------
# Clean build artifacts
# ---------------------------------------------------------------------------
clean:
@echo Cleaning up...
if exist "$(BUILD_DIR)" rmdir /s /q "$(BUILD_DIR)"
if exist "$(TARGET)" del /q "$(TARGET)"
rm -rf build
rm -rf release

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@ -34,6 +34,22 @@ Join The Discord!
### Note: Screenshots are sorted by version.
## **Version 0.0.131**
**Updates:**
- Added Guizmos
- Added Mesh Visualisers
- Added Global Settings
- Lua Changes
- Added Intelisence Headers for Engine and KeyCodes
- Changed Lua `require` to not need a path
- Added Culling
- Fixed GLCalls Count
- Removed Unused Code (TestMesh.cpp)
**Screenshot:**
![](./assets/images/SS-Dev2_5-Fixed.png)
## **Version 0.0.102**
**Updates:**
- Added More Themes

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@ -1,6 +1,6 @@
-- script.lua
local Math = require("./assets/scripts/math") -- Require the enhanced math module
local Engine = require("./assets/scripts/engine")
local Math = require("math") -- Require the enhanced math module
local Engine = require("engine")
local GameObjectName = "Bacround"

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@ -1,60 +1,118 @@
local Engine = require("./assets/scripts/engine")
local KeyCode = require("./assets/scripts/keycode")
local Engine = require("engine")
local KeyCode = require("keycode")
local transform = nil
local new_rotation = 0
local currentRotation = 0 -- Current Y-axis rotation in degrees
local new_rotationSpeed = 15
local Move_Speec = 300
local rotationSpeed = 240 -- Degrees per second
local moveSpeed = 600 -- Units per second
function OnInit()
local gameObject = Engine.GetGameObjectByTag("Camera")
transform = gameObject:GetComponent("Transform")
Engine.Expose("Position X", "nil")
if not gameObject then
Engine.Log("Error: Camera GameObject not found!")
return
end
Engine.Log("Init Done")
transform = gameObject:GetComponent("Transform")
if not transform then
Engine.Log("Error: Transform component not found on Camera!")
return
end
-- Initialize currentRotation based on the transform's current rotation
local rotation = transform:GetRotation()
currentRotation = rotation.y
Engine.Expose("Position X", rotation.x)
Engine.Expose("Position Z", rotation.z)
Engine.Expose("Rotation Y", currentRotation)
Engine.Log("Init Done", {0,1,0,1})
end
function OnUpdate(deltaTime)
local gameObject = Engine.GetGameObjectByTag("Camera")
transform = gameObject:GetComponent("Transform")
if not transform then
Engine.Log("Warning: Transform is not initialized.")
return
end
local old_rotation = transform:GetRotation()
-- Retrieve current rotation and position
local rotation = transform:GetRotation()
local position = transform:GetPosition()
-- Update currentRotation based on input
if Engine.KeyDown(KeyCode.Q) then
currentRotation = currentRotation - (deltaTime * rotationSpeed)
end
if Engine.KeyDown(KeyCode.E) then
currentRotation = currentRotation + (deltaTime * rotationSpeed)
end
-- Normalize rotation to [0, 360) degrees
if currentRotation >= 360 then
currentRotation = currentRotation - 360
elseif currentRotation < 0 then
currentRotation = currentRotation + 360
end
local Position = transform:GetPosition()
-- Apply the updated rotation to the Transform component
local newRotation = {
x = rotation.x, -- Preserving existing rotation on X-axis
y = currentRotation, -- Updated rotation on Y-axis
z = rotation.z -- Preserving existing rotation on Z-axis
}
transform:SetRotation(newRotation)
-- Calculate movement direction based on currentRotation
local rotationRad = math.rad(currentRotation)
-- Forward vector (positive Z direction)
local forward = {
x = math.cos(rotationRad),
z = math.sin(rotationRad)
}
-- Right vector (positive X direction)
local right = {
x = math.sin(rotationRad),
z = -math.cos(rotationRad)
}
-- Initialize movement deltas
local deltaX = 0
local deltaZ = 0
if Engine.KeyDown(KeyCode.W) then
Position.x = Position.x + (deltaTime * Move_Speec)
-- Move forward
deltaX = deltaX + forward.x * moveSpeed * deltaTime
deltaZ = deltaZ + forward.z * moveSpeed * deltaTime
end
if Engine.KeyDown(KeyCode.S) then
Position.x = Position.x - (deltaTime * Move_Speec)
end
if Engine.KeyDown(KeyCode.D) then
Position.z = Position.z + (deltaTime * Move_Speec)
-- Move backward
deltaX = deltaX - forward.x * moveSpeed * deltaTime
deltaZ = deltaZ - forward.z * moveSpeed * deltaTime
end
if Engine.KeyDown(KeyCode.A) then
Position.z = Position.z - (deltaTime * Move_Speec)
-- Move right
deltaX = deltaX + right.x * moveSpeed * deltaTime
deltaZ = deltaZ + right.z * moveSpeed * deltaTime
end
if Engine.KeyDown(KeyCode.D) then
-- Move left
deltaX = deltaX - right.x * moveSpeed * deltaTime
deltaZ = deltaZ - right.z * moveSpeed * deltaTime
end
transform:SetPosition(Position)
-- Update position based on calculated deltas
position.x = position.x + deltaX
position.z = position.z + deltaZ
transform:SetPosition(position)
Engine.Expose("Position X", Position.x)
local rotation = {
x = old_rotation.x, -- Preserving existing new_rotation on X-axis
y = new_rotation, -- Updated new_rotation on Y-axis for spinning
z = old_rotation.z -- Preserving existing new_rotation on Z-axis
}
-- Apply the new new_rotation to the Transform component
transform:SetRotation(rotation)
new_rotation = new_rotation + (deltaTime * new_rotationSpeed)
if new_rotation >= 360 then
new_rotation = 0
end
-- Expose updated position and rotation
Engine.Expose("Position X", position.x)
Engine.Expose("Position Z", rotation.z)
Engine.Expose("Rotation Y", currentRotation)
end

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@ -1 +1,76 @@
return _T_Engine_Table -- This just returns the Global Table that the engine creates
--@module Engine
--[[
Engine.lua serves as the Lua interface for your engine's functionalities.
It maps C++ bound functions from `_T_Engine_Table` to a Lua `Engine` table,
enriched with EmmyLua annotations for enhanced IntelliSense support.
]]
---@class Color
---@field r number Red component (0-1)
---@field g number Green component (0-1)
---@field b number Blue component (0-1)
---@field a number Alpha component (0-1)
---@class Vector3
---@field x number
---@field y number
---@field z number
---@class Transform
---@field position Vector3 The position of the Transform.
---@field rotation Vector3 The rotation of the Transform.
---@field scale Vector3 The scale of the Transform.
---@class Camera
---@field fieldOfView number The camera's field of view.
---@field nearClipPlane number The near clipping plane distance.
---@field farClipPlane number The far clipping plane distance.
---@class Mesh
---@field vertices Vector3[] The vertices of the mesh.
---@field indices number[] The indices defining the mesh's triangles.
---@class GameObject
local GameObject = {}
---Retrieves a component attached to the GameObject.
---@param componentName string The name of the component to retrieve ("Transform", "Camera", "Mesh")
---@return Transform|Camera|Mesh|nil The requested component or `nil` if not found.
function GameObject:GetComponent(componentName)
-- The actual implementation is bound in C++.
-- This is just for IntelliSense support.
end
---@class Engine
local Engine = {}
---Logs a message with an optional color and alpha.
---@param message string The message to log.
---@param color? Color Optional color and alpha for the log message.
---@return void
Engine.Log = _T_Engine_Table.Log
---Exposes a variable to the engine.
---@param name string The identifier name of the variable.
---@param label string A human-readable label for the variable.
---@param value number|string|boolean|nil The value to expose (int, float, bool, string, nil).
---@return void
Engine.Expose = _T_Engine_Table.Expose
---Checks if a specific key is currently pressed.
---@param keyCode KeyCode The key code to check.
---@return boolean True if the key is pressed, false otherwise.
Engine.KeyDown = _T_Engine_Table.KeyDown
---Retrieves the name of the current script.
---@return string The name of the script.
Engine.ScriptName = _T_Engine_Table.ScriptName
---Gets a GameObject by its tag.
---@param tag string The tag associated with the GameObject.
---@return GameObject|nil The GameObject with the specified tag, or `nil` if not found.
Engine.GetGameObjectByTag = _T_Engine_Table.GetGameObjectByTag
return Engine

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@ -1 +1,249 @@
return _T_KeyCode_Table
--@module KeyCodes
local _Engine_KeyCodes = _T_KeyCode_Table
---@class KeyCode
---@field Space number
---@field Apostrophe number
---@field Comma number
---@field Minus number
---@field Period number
---@field Slash number
---@field D0 number
---@field D1 number
---@field D2 number
---@field D3 number
---@field D4 number
---@field D5 number
---@field D6 number
---@field D7 number
---@field D8 number
---@field D9 number
---@field Semicolon number
---@field Equal number
---@field A number
---@field B number
---@field C number
---@field D number
---@field E number
---@field F number
---@field G number
---@field H number
---@field I number
---@field J number
---@field K number
---@field L number
---@field M number
---@field N number
---@field O number
---@field P number
---@field Q number
---@field R number
---@field S number
---@field T number
---@field U number
---@field V number
---@field W number
---@field X number
---@field Y number
---@field Z number
---@field LeftBracket number
---@field Backslash number
---@field RightBracket number
---@field GraveAccent number
---@field World1 number
---@field World2 number
---@field Escape number
---@field Enter number
---@field Tab number
---@field Backspace number
---@field Insert number
---@field Delete number
---@field Right number
---@field Left number
---@field Down number
---@field Up number
---@field PageUp number
---@field PageDown number
---@field Home number
---@field End number
---@field CapsLock number
---@field ScrollLock number
---@field NumLock number
---@field PrintScreen number
---@field Pause number
---@field F1 number
---@field F2 number
---@field F3 number
---@field F4 number
---@field F5 number
---@field F6 number
---@field F7 number
---@field F8 number
---@field F9 number
---@field F10 number
---@field F11 number
---@field F12 number
---@field F13 number
---@field F14 number
---@field F15 number
---@field F16 number
---@field F17 number
---@field F18 number
---@field F19 number
---@field F20 number
---@field F21 number
---@field F22 number
---@field F23 number
---@field F24 number
---@field F25 number
---@field KP0 number
---@field KP1 number
---@field KP2 number
---@field KP3 number
---@field KP4 number
---@field KP5 number
---@field KP6 number
---@field KP7 number
---@field KP8 number
---@field KP9 number
---@field KPDecimal number
---@field KPDivide number
---@field KPMultiply number
---@field KPSubtract number
---@field KPAdd number
---@field KPEnter number
---@field KPEqual number
---@field LeftShift number
---@field LeftControl number
---@field LeftAlt number
---@field LeftSuper number
---@field RightShift number
---@field RightControl number
---@field RightAlt number
---@field RightSuper number
---@field Menu number
local KeyCodes = {
Space = _Engine_KeyCodes.Space,
Apostrophe = _Engine_KeyCodes.Apostrophe,
Comma = _Engine_KeyCodes.Comma,
Minus = _Engine_KeyCodes.Minus,
Period = _Engine_KeyCodes.Period,
Slash = _Engine_KeyCodes.Slash,
D0 = _Engine_KeyCodes.D0,
D1 = _Engine_KeyCodes.D1,
D2 = _Engine_KeyCodes.D2,
D3 = _Engine_KeyCodes.D3,
D4 = _Engine_KeyCodes.D4,
D5 = _Engine_KeyCodes.D5,
D6 = _Engine_KeyCodes.D6,
D7 = _Engine_KeyCodes.D7,
D8 = _Engine_KeyCodes.D8,
D9 = _Engine_KeyCodes.D9,
Semicolon = _Engine_KeyCodes.Semicolon,
Equal = _Engine_KeyCodes.Equal,
A = _Engine_KeyCodes.A,
B = _Engine_KeyCodes.B,
C = _Engine_KeyCodes.C,
D = _Engine_KeyCodes.D,
E = _Engine_KeyCodes.E,
F = _Engine_KeyCodes.F,
G = _Engine_KeyCodes.G,
H = _Engine_KeyCodes.H,
I = _Engine_KeyCodes.I,
J = _Engine_KeyCodes.J,
K = _Engine_KeyCodes.K,
L = _Engine_KeyCodes.L,
M = _Engine_KeyCodes.M,
N = _Engine_KeyCodes.N,
O = _Engine_KeyCodes.O,
P = _Engine_KeyCodes.P,
Q = _Engine_KeyCodes.Q,
R = _Engine_KeyCodes.R,
S = _Engine_KeyCodes.S,
T = _Engine_KeyCodes.T,
U = _Engine_KeyCodes.U,
V = _Engine_KeyCodes.V,
W = _Engine_KeyCodes.W,
X = _Engine_KeyCodes.X,
Y = _Engine_KeyCodes.Y,
Z = _Engine_KeyCodes.Z,
LeftBracket = _Engine_KeyCodes.LeftBracket,
Backslash = _Engine_KeyCodes.Backslash,
RightBracket = _Engine_KeyCodes.RightBracket,
GraveAccent = _Engine_KeyCodes.GraveAccent,
World1 = _Engine_KeyCodes.World1,
World2 = _Engine_KeyCodes.World2,
Escape = _Engine_KeyCodes.Escape,
Enter = _Engine_KeyCodes.Enter,
Tab = _Engine_KeyCodes.Tab,
Backspace = _Engine_KeyCodes.Backspace,
Insert = _Engine_KeyCodes.Insert,
Delete = _Engine_KeyCodes.Delete,
Right = _Engine_KeyCodes.Right,
Left = _Engine_KeyCodes.Left,
Down = _Engine_KeyCodes.Down,
Up = _Engine_KeyCodes.Up,
PageUp = _Engine_KeyCodes.PageUp,
PageDown = _Engine_KeyCodes.PageDown,
Home = _Engine_KeyCodes.Home,
End = _Engine_KeyCodes.End,
CapsLock = _Engine_KeyCodes.CapsLock,
ScrollLock = _Engine_KeyCodes.ScrollLock,
NumLock = _Engine_KeyCodes.NumLock,
PrintScreen = _Engine_KeyCodes.PrintScreen,
Pause = _Engine_KeyCodes.Pause,
F1 = _Engine_KeyCodes.F1,
F2 = _Engine_KeyCodes.F2,
F3 = _Engine_KeyCodes.F3,
F4 = _Engine_KeyCodes.F4,
F5 = _Engine_KeyCodes.F5,
F6 = _Engine_KeyCodes.F6,
F7 = _Engine_KeyCodes.F7,
F8 = _Engine_KeyCodes.F8,
F9 = _Engine_KeyCodes.F9,
F10 = _Engine_KeyCodes.F10,
F11 = _Engine_KeyCodes.F11,
F12 = _Engine_KeyCodes.F12,
F13 = _Engine_KeyCodes.F13,
F14 = _Engine_KeyCodes.F14,
F15 = _Engine_KeyCodes.F15,
F16 = _Engine_KeyCodes.F16,
F17 = _Engine_KeyCodes.F17,
F18 = _Engine_KeyCodes.F18,
F19 = _Engine_KeyCodes.F19,
F20 = _Engine_KeyCodes.F20,
F21 = _Engine_KeyCodes.F21,
F22 = _Engine_KeyCodes.F22,
F23 = _Engine_KeyCodes.F23,
F24 = _Engine_KeyCodes.F24,
F25 = _Engine_KeyCodes.F25,
KP0 = _Engine_KeyCodes.KP0,
KP1 = _Engine_KeyCodes.KP1,
KP2 = _Engine_KeyCodes.KP2,
KP3 = _Engine_KeyCodes.KP3,
KP4 = _Engine_KeyCodes.KP4,
KP5 = _Engine_KeyCodes.KP5,
KP6 = _Engine_KeyCodes.KP6,
KP7 = _Engine_KeyCodes.KP7,
KP8 = _Engine_KeyCodes.KP8,
KP9 = _Engine_KeyCodes.KP9,
KPDecimal = _Engine_KeyCodes.KPDecimal,
KPDivide = _Engine_KeyCodes.KPDivide,
KPMultiply = _Engine_KeyCodes.KPMultiply,
KPSubtract = _Engine_KeyCodes.KPSubtract,
KPAdd = _Engine_KeyCodes.KPAdd,
KPEnter = _Engine_KeyCodes.KPEnter,
KPEqual = _Engine_KeyCodes.KPEqual,
LeftShift = _Engine_KeyCodes.LeftShift,
LeftControl = _Engine_KeyCodes.LeftControl,
LeftAlt = _Engine_KeyCodes.LeftAlt,
LeftSuper = _Engine_KeyCodes.LeftSuper,
RightShift = _Engine_KeyCodes.RightShift,
RightControl = _Engine_KeyCodes.RightControl,
RightAlt = _Engine_KeyCodes.RightAlt,
RightSuper = _Engine_KeyCodes.RightSuper,
Menu = _Engine_KeyCodes.Menu
}
return KeyCodes

View File

@ -1,10 +1,7 @@
-- script.lua
local Math = require("./assets/scripts/math")
local Engine = require("./assets/scripts/engine")
local Engine = require("engine")
local itterator = 0
local ticks = 0
local new_rotation = 0
local speed = 50

View File

@ -1,240 +0,0 @@
-- unitTests.lua
-- Unit Tests for C++ Lua API and Game Engine
local Math = require("./assets/scripts/math")
local Engine = require("./assets/scripts/engine")
local function OnInit()
-- Log a message with a custom red color
Engine.Log("This is a red message.", {1.0, 0.0, 0.0, 1.0})
-- Log a message with a custom green color
Engine.Log("This is a green message.", {0.0, 1.0, 0.0, 1.0})
-- Log a message with a custom blue color
Engine.Log("This is a blue message.", {0.0, 0.0, 1.0, 1.0})
end
-- Simple Test Framework
local Tests = {}
local passed = 0
local failed = 0
-- Assertion Functions
local function assertEquals(expected, actual, message)
if expected ~= actual then
error(message or string.format("Assertion Failed: expected '%s', got '%s'", tostring(expected), tostring(actual)))
end
end
local function assertTableEquals(expected, actual, message)
if type(expected) ~= "table" or type(actual) ~= "table" then
error(message or "Assertion Failed: One of the values is not a table.")
end
for k, v in pairs(expected) do
if actual[k] ~= v then
error(message or string.format("Assertion Failed: For key '%s', expected '%s', got '%s'", tostring(k), tostring(v), tostring(actual[k])))
end
end
end
local function assertNotNil(value, message)
if value == nil then
error(message or "Assertion Failed: value is nil.")
end
end
local function assertTrue(condition, message)
if not condition then
error(message or "Assertion Failed: condition is not true.")
end
end
-- Helper Function to Capture Logs
local capturedLogs = {}
local originalLog = Engine.Log
local function mockLog(message, color)
table.insert(capturedLogs, {message = message, color = color})
end
-- Register Test Cases
function Tests.testEngineLog()
-- Replace Engine.Log with mockLog
Engine.Log = mockLog
-- Call OnInit to generate logs
OnInit()
-- Restore original Engine.Log
Engine.Log = originalLog
-- Assertions
assertEquals(3, #capturedLogs, "OnInit should log exactly 3 messages.")
-- Check first log (Red Message)
assertEquals("This is a red message.", capturedLogs[1].message)
assertTableEquals({1.0, 0.0, 0.0, 1.0}, capturedLogs[1].color, "First log color mismatch.")
-- Check second log (Green Message)
assertEquals("This is a green message.", capturedLogs[2].message)
assertTableEquals({0.0, 1.0, 0.0, 1.0}, capturedLogs[2].color, "Second log color mismatch.")
-- Check third log (Blue Message)
assertEquals("This is a blue message.", capturedLogs[3].message)
assertTableEquals({0.0, 0.0, 1.0, 1.0}, capturedLogs[3].color, "Third log color mismatch.")
end
function Tests.testGetGameObjectByTag()
-- Assume "Player" and "Gun" GameObjects exist
local player = Engine.GetGameObjectByTag("Player")
assertNotNil(player, "Player GameObject should exist.")
local gun = Engine.GetGameObjectByTag("Gun")
assertNotNil(gun, "Gun GameObject should exist.")
-- Test for a non-existent tag
local nonExistent = Engine.GetGameObjectByTag("NonExistentTag")
assertEquals(nil, nonExistent, "Non-existent GameObject should return nil.")
end
function Tests.testGameObjectGetName()
local player = Engine.GetGameObjectByTag("Player")
assertNotNil(player, "Player GameObject should exist.")
local name = player:GetName()
assertEquals("Player", name, "Player GameObject name should be 'Player'.")
end
function Tests.testGameObjectGetComponent()
local player = Engine.GetGameObjectByTag("Player")
assertNotNil(player, "Player GameObject should exist.")
local transform = player:GetComponent("Transform")
assertNotNil(transform, "Player should have a Transform component.")
local nonExistentComponent = player:GetComponent("NonExistentComponent")
assertEquals(nil, nonExistentComponent, "Non-existent component should return nil.")
end
function Tests.testTransformComponentPosition()
local player = Engine.GetGameObjectByTag("Player")
assertNotNil(player, "Player GameObject should exist.")
local transform = player:GetComponent("Transform")
assertNotNil(transform, "Player should have a Transform component.")
-- Get initial position
local position = transform:GetPosition()
assertNotNil(position, "Transform:GetPosition should return a position table.")
assertEquals(0.0, position.x, "Initial X position should be 0.0.")
assertEquals(2.0, position.y, "Initial Y position should be 2.0.")
assertEquals(-12.0, position.z, "Initial Z position should be -12.0.")
-- Set new position
local newPosition = {x = 5.0, y = 10.0, z = -15.0}
transform:SetPosition(newPosition)
-- Get updated position
local updatedPosition = transform:GetPosition()
assertTableEquals(newPosition, updatedPosition, "Transform:SetPosition did not update position correctly.")
end
function Tests.testTransformComponentRotation()
local player = Engine.GetGameObjectByTag("Player")
assertNotNil(player, "Player GameObject should exist.")
local transform = player:GetComponent("Transform")
assertNotNil(transform, "Player should have a Transform component.")
-- Get initial rotation
local rotation = transform:GetRotation()
assertNotNil(rotation, "Transform:GetRotation should return a rotation table.")
-- Set new rotation
local newRotation = {x = 45.0, y = 90.0, z = 135.0}
transform:SetRotation(newRotation)
-- Get updated rotation
local updatedRotation = transform:GetRotation()
assertTableEquals(newRotation, updatedRotation, "Transform:SetRotation did not update rotation correctly.")
end
function Tests.testOnUpdateFunctionality()
-- Mock GameObject and Transform
local mockPlayer = {
GetName = function() return "Player" end,
GetComponent = function(componentName)
if componentName == "Transform" then
return {
GetRotation = function()
return {x = new_rotation, y = new_rotation, z = new_rotation}
end,
SetRotation = function(rotation)
new_rotation = rotation.x
end
}
end
return nil
end
}
-- Replace Engine.GetGameObjectByTag to return mockPlayer
local originalGetGameObjectByTag = Engine.GetGameObjectByTag
Engine.GetGameObjectByTag = function(tag)
if tag == "Player" then
return mockPlayer
end
return originalGetGameObjectByTag(tag)
end
-- Initialize rotation
new_rotation = 0
speed = 50
-- Call OnUpdate with deltaTime = 1
OnUpdate(1)
-- Check new_rotation
assertEquals(50, new_rotation, "After first OnUpdate, new_rotation should be 50.")
-- Call OnUpdate with deltaTime = 14 (to exceed 720)
OnUpdate(14)
-- new_rotation should reset to 0 after exceeding 720
assertEquals(720 + 50 - 720, new_rotation, "After exceeding 720, new_rotation should reset appropriately.")
-- Restore original Engine.GetGameObjectByTag
Engine.GetGameObjectByTag = originalGetGameObjectByTag
end
-- Add more test functions below as needed
-- Test Runner
local function runTests()
print("Starting Unit Tests...\n")
for testName, testFunc in pairs(Tests) do
io.write(string.format("Running %s... ", testName))
local status, err = pcall(testFunc)
if status then
print("PASSED")
passed = passed + 1
else
print("FAILED")
print(" Error:", err)
failed = failed + 1
end
end
print(string.format("\nUnit Tests Completed: %d Passed, %d Failed", passed, failed))
end
-- Execute Tests
runTests()

6
assets/shaders/Line.frag Normal file
View File

@ -0,0 +1,6 @@
#version 330 core
out vec4 FragColor;
uniform vec4 uColor;
void main() {
FragColor = uColor;
}

8
assets/shaders/Line.vert Normal file
View File

@ -0,0 +1,8 @@
#version 330 core
layout (location = 0) in vec3 aPos;
uniform mat4 uMVP;
void main() {
gl_Position = uMVP * vec4(aPos, 1.0);
}

View File

@ -1,132 +0,0 @@
--
-- This lua makes a Game object bounce a nd spin like a minecraft item.
local GameObjectName = "Gun" -- This is the tag of the game object you want it to modify
--
--
--
local Math = require("./assets/scripts/math") -- Require the enhanced math module
local Engine = require("./assets/scripts/engine")
-- Variables to track elapsed time and rotation
local elapsedTime = 0
local rotationSpeed = 90 -- Degrees per second for spinning
local new_rotation = 0
-- Variables for bobbing effect
local initial_position = {x = 0, y = 0, z = 0} -- To store the gun's initial position
local bobAmplitude = 0.1 -- Amplitude of the bobbing (units)
local bobFrequency = 0.5 -- Frequency of the bobbing (oscillations per second)
-- Reference to the Gun GameObject and its Transform component
local gun = nil
local transform = nil
local TAU = Math.constants.TAU
-- Update function called every frame
function OnUpdate(deltaTime)
-- Ensure that the Gun and its Transform component are valid
-- this was made after OnInit was depricated
if not gun then
gun = Engine.GetGameObjectByTag(GameObjectName)
if gun then
transform = gun:GetComponent("Transform")
if transform then
local pos = transform:GetPosition()
initial_position = {x = pos.x, y = pos.y, z = pos.z}
Engine.Log("Gun found and initial position updated.", {1, 1, 1, 1})
else
Engine.Log("Transform component not found on Gun.", {1, 1, 0, 1})
return
end
else
Engine.Log("Gun GameObject still not found.", {1, 1, 0, 1})
return
end
elseif not transform then
transform = gun:GetComponent("Transform")
if transform then
local pos = transform:GetPosition()
initial_position = {x = pos.x, y = pos.y, z = pos.z}
Engine.Log("Transform component found and initial position updated.", {1, 1, 1, 1})
else
Engine.Log("Transform component still not found on Gun.", {1, 1, 0, 1})
return
end
end
-- Increment elapsed time
elapsedTime = elapsedTime + deltaTime
-- === Spinning the Gun ===
-- Update the rotation angle based on rotationSpeed and deltaTime
new_rotation = new_rotation + (deltaTime * rotationSpeed)
-- Keep the rotation angle within 0-360 degrees to prevent overflow
if new_rotation >= 360 then
new_rotation = new_rotation - 360
end
-- Define the new rotation (spinning around the Y-axis)
local rotation = {
x = -180, -- Preserving existing rotation on X-axis
y = new_rotation, -- Updated rotation on Y-axis for spinning
z = 0 -- Preserving existing rotation on Z-axis
}
-- Apply the new rotation to the Transform component
transform:SetRotation(rotation)
-- === Bobbing the Gun Up and Down ===
-- Calculate the bobbing offset using a sine wave
local bobOffset = bobAmplitude * math.sin(TAU * bobFrequency * elapsedTime)
-- Define the new position by adding the bobbing offset to the initial Y position
local new_position = {
x = initial_position.x, -- No change on X-axis
y = initial_position.y + bobOffset, -- Bouncing up and down on Y-axis
z = initial_position.z -- No change on Z-axis
}
-- Apply the new position to the Transform component
transform:SetPosition(new_position)
-- === Optional: Log Current Rotation and Position ===
-- Uncomment the following lines if you wish to log the gun's current rotation and position
-- local current_rotation = transform:GetRotation()
-- Engine.Log(string.format("Gun Rotation: (X: %.2f, Y: %.2f, Z: %.2f)", current_rotation.x, current_rotation.y, current_rotation.z), {1, 1, 1, 1})
-- local current_position = transform:GetPosition()
-- Engine.Log(string.format("Gun Position: (X: %.2f, Y: %.2f, Z: %.2f)", current_position.x, current_position.y, current_position.z), {1, 1, 1, 1})
end

View File

@ -1,10 +1,10 @@
[Window][DockSpace]
Pos=0,0
Size=1920,1177
Size=1280,720
Collapsed=0
[Window][Debug##Default]
ViewportPos=926,1030
ViewportPos=1168,966
ViewportId=0x16723995
Size=400,400
Collapsed=0
@ -80,8 +80,8 @@ Collapsed=0
DockId=0x0000001F,0
[Window][Performance##performance]
Pos=8,702
Size=335,467
Pos=8,360
Size=335,352
Collapsed=0
DockId=0x0000001C,0
@ -95,7 +95,7 @@ DockId=0x00000019,0
Pos=8,27
Size=322,732
Collapsed=0
DockId=0x00000023,0
DockId=0x0000001B,0
[Window][Scene Window@SceneWindow]
Pos=8,27
@ -105,9 +105,9 @@ DockId=0x0000000F,0
[Window][Scene Window##SceneWindow]
Pos=8,28
Size=335,672
Size=335,330
Collapsed=0
DockId=0x00000023,0
DockId=0x0000001B,0
[Window][Game Objects]
Pos=182,27
@ -134,28 +134,34 @@ Collapsed=0
DockId=0x0000001E,0
[Window][ Logger##logger]
Pos=345,846
Size=1189,323
Pos=345,282
Size=265,430
Collapsed=0
DockId=0x00000025,0
DockId=0x00000021,0
[Window][ Editor##EditorWindow]
Pos=345,28
Size=1189,816
Size=530,252
Collapsed=0
DockId=0x0000001F,0
[Window][ Inspector##InspectorWindow]
Pos=1536,28
Size=376,1141
Pos=877,28
Size=395,684
Collapsed=0
DockId=0x00000022,0
[Window][ Profiler]
Pos=-344,52
Size=335,199
Pos=612,282
Size=263,430
Collapsed=0
DockId=0x00000024,0
DockId=0x00000023,0
[Window][Logger Window]
Pos=345,282
Size=530,430
Collapsed=0
DockId=0x00000023,1
[Table][0xE9E836E4,4]
Column 0 Weight=1.2999
@ -164,20 +170,23 @@ Column 2 Weight=0.6474
Column 3 Weight=1.0088
[Table][0x08173DEA,4]
Column 0 Weight=1.4321
Column 1 Weight=0.8821
Column 2 Weight=0.9929
Column 3 Weight=0.6929
Column 0 Weight=1.4299
Column 1 Weight=0.9086
Column 2 Weight=0.9665
Column 3 Weight=0.6950
[Table][0x801835C4,2]
RefScale=16
Column 0 Width=30
Column 1 Weight=1.0000
[Docking][Data]
DockSpace ID=0x14621557 Window=0x3DA2F1DE Pos=8,51 Size=1904,1141 Split=X Selected=0xF7365A5A
DockNode ID=0x00000020 Parent=0x14621557 SizeRef=886,684 Split=X
DockSpace ID=0x14621557 Window=0x3DA2F1DE Pos=250,293 Size=1264,684 Split=X Selected=0xF7365A5A
DockNode ID=0x00000020 Parent=0x14621557 SizeRef=884,684 Split=X
DockNode ID=0x00000013 Parent=0x00000020 SizeRef=335,1142 Split=Y Selected=0x818D04BB
DockNode ID=0x0000001B Parent=0x00000013 SizeRef=264,672 Split=Y Selected=0x1D5D92B6
DockNode ID=0x00000023 Parent=0x0000001B SizeRef=335,337 HiddenTabBar=1 Selected=0x1D5D92B6
DockNode ID=0x00000024 Parent=0x0000001B SizeRef=335,333 Selected=0x7A66B86B
DockNode ID=0x0000001C Parent=0x00000013 SizeRef=264,467 HiddenTabBar=1 Selected=0x818D04BB
DockNode ID=0x00000014 Parent=0x00000020 SizeRef=1567,1142 Split=X
DockNode ID=0x0000001B Parent=0x00000013 SizeRef=264,551 HiddenTabBar=1 Selected=0x1D5D92B6
DockNode ID=0x0000001C Parent=0x00000013 SizeRef=264,588 HiddenTabBar=1 Selected=0x818D04BB
DockNode ID=0x00000014 Parent=0x00000020 SizeRef=547,1142 Split=X
DockNode ID=0x00000015 Parent=0x00000014 SizeRef=1158,1142 Split=X
DockNode ID=0x00000011 Parent=0x00000015 SizeRef=265,1142 Selected=0x1D5D92B6
DockNode ID=0x00000012 Parent=0x00000015 SizeRef=1259,1142 Split=X
@ -194,8 +203,10 @@ DockSpace ID=0x14621557 Window=0x3DA2F1DE Pos=8,51 Size=
DockNode ID=0x0000000D Parent=0x00000003 SizeRef=1202,571 Split=Y Selected=0xDFF75B3F
DockNode ID=0x00000017 Parent=0x0000000D SizeRef=1202,776 Split=Y Selected=0xDFF75B3F
DockNode ID=0x0000001D Parent=0x00000017 SizeRef=518,720 Split=Y Selected=0x9A7B23B9
DockNode ID=0x0000001F Parent=0x0000001D SizeRef=549,359 CentralNode=1 Selected=0x9A7B23B9
DockNode ID=0x00000025 Parent=0x0000001D SizeRef=549,323 Selected=0x1F29F1F5
DockNode ID=0x0000001F Parent=0x0000001D SizeRef=549,709 CentralNode=1 HiddenTabBar=1 Selected=0x9A7B23B9
DockNode ID=0x00000025 Parent=0x0000001D SizeRef=549,430 Split=X Selected=0x1F29F1F5
DockNode ID=0x00000021 Parent=0x00000025 SizeRef=586,323 Selected=0x1F29F1F5
DockNode ID=0x00000023 Parent=0x00000025 SizeRef=582,323 Selected=0x7A66B86B
DockNode ID=0x0000001E Parent=0x00000017 SizeRef=518,417 Selected=0xC74E1AEE
DockNode ID=0x00000018 Parent=0x0000000D SizeRef=1202,364 Split=X Selected=0x1C0788A1
DockNode ID=0x00000019 Parent=0x00000018 SizeRef=601,364 Selected=0x1C0788A1
@ -204,7 +215,7 @@ DockSpace ID=0x14621557 Window=0x3DA2F1DE Pos=8,51 Size=
DockNode ID=0x00000004 Parent=0x00000001 SizeRef=1202,291 Selected=0x9DD4E196
DockNode ID=0x00000002 Parent=0x00000008 SizeRef=334,1142 HiddenTabBar=1 Selected=0x36DC96AB
DockNode ID=0x00000016 Parent=0x00000014 SizeRef=420,1142 Selected=0x8D0E8380
DockNode ID=0x00000022 Parent=0x14621557 SizeRef=376,684 Selected=0xD1D25642
DockNode ID=0x00000022 Parent=0x14621557 SizeRef=395,684 HiddenTabBar=1 Selected=0xD1D25642
DockSpace ID=0xC6145A92 Pos=8,27 Size=1904,1142 Split=X
DockNode ID=0x0000000F Parent=0xC6145A92 SizeRef=301,1142 Selected=0xA8433A03
DockNode ID=0x00000010 Parent=0xC6145A92 SizeRef=1601,1142 CentralNode=1

View File

@ -2,6 +2,10 @@ Entities:
- ID: 0
Name: Bacround
Components:
Transform:
Position: [0, 300, 0]
Rotation: [0, 0, 0]
Scale: [1, 1, 1]
Mesh:
MeshPath: assets/models/sponza.obj
submeshes_len: 26
@ -12,167 +16,177 @@ Entities:
- id: 24
type: texture_diffuse
path: textures/sponza_roof_diff.tga
- vao: 2
- vao: 3
indexCount: 27552
textures:
- id: 25
type: texture_diffuse
path: textures/vase_dif.tga
- vao: 3
- vao: 5
indexCount: 33024
textures:
- id: 15
type: texture_diffuse
path: textures/sponza_fabric_diff.tga
- vao: 4
- vao: 7
indexCount: 54
textures: ~
- vao: 5
- vao: 9
indexCount: 12258
textures:
- id: 5
type: texture_diffuse
path: textures/background.tga
- vao: 6
- vao: 11
indexCount: 10416
textures:
- id: 6
type: texture_diffuse
path: textures/vase_plant.tga
- vao: 7
- vao: 13
indexCount: 49536
textures:
- id: 17
type: texture_diffuse
path: textures/sponza_fabric_blue_diff.tga
- vao: 8
- vao: 15
indexCount: 94308
textures:
- id: 23
type: texture_diffuse
path: textures/sponza_thorn_diff.tga
- vao: 9
- vao: 17
indexCount: 49536
textures:
- id: 18
type: texture_diffuse
path: textures/sponza_fabric_green_diff.tga
- vao: 10
- vao: 19
indexCount: 17628
textures:
- id: 9
type: texture_diffuse
path: textures/sponza_ceiling_a_diff.tga
- vao: 11
- vao: 21
indexCount: 30504
textures:
- id: 7
type: texture_diffuse
path: textures/sponza_arch_diff.tga
- vao: 12
- vao: 23
indexCount: 53064
textures:
- id: 27
type: texture_diffuse
path: textures/vase_round.tga
- vao: 13
- vao: 25
indexCount: 69624
textures:
- id: 12
type: texture_diffuse
path: textures/sponza_column_b_diff.tga
- vao: 14
- vao: 27
indexCount: 2640
textures:
- id: 14
type: texture_diffuse
path: textures/sponza_details_diff.tga
- vao: 15
- vao: 29
indexCount: 43008
textures:
- id: 20
type: texture_diffuse
path: textures/sponza_curtain_blue_diff.tga
- vao: 16
- vao: 31
indexCount: 0
textures: ~
- vao: 17
- vao: 33
indexCount: 2388
textures:
- id: 8
type: texture_diffuse
path: textures/spnza_bricks_a_diff.tga
- vao: 18
- vao: 35
indexCount: 21264
textures:
- id: 13
type: texture_diffuse
path: textures/sponza_column_c_diff.tga
- vao: 19
- vao: 37
indexCount: 63
textures:
- id: 22
type: texture_diffuse
path: textures/sponza_floor_a_diff.tga
- vao: 20
- vao: 39
indexCount: 43008
textures:
- id: 19
type: texture_diffuse
path: textures/sponza_curtain_green_diff.tga
- vao: 21
- vao: 41
indexCount: 9126
textures:
- id: 4
type: texture_diffuse
path: textures/lion.tga
- vao: 22
- vao: 43
indexCount: 96
textures:
- id: 10
type: texture_diffuse
path: textures/chain_texture.tga
- vao: 23
- vao: 45
indexCount: 56832
textures:
- id: 16
type: texture_diffuse
path: textures/sponza_curtain_diff.tga
- vao: 24
- vao: 47
indexCount: 8448
textures:
- id: 11
type: texture_diffuse
path: textures/sponza_column_a_diff.tga
- vao: 25
- vao: 49
indexCount: 49488
textures:
- id: 21
type: texture_diffuse
path: textures/sponza_flagpole_diff.tga
- vao: 26
- vao: 51
indexCount: 59484
textures:
- id: 26
type: texture_diffuse
path: textures/vase_hanging.tga
Transform:
Position: [0, 300, 0]
Rotation: [0, 0, 0]
Scale: [1, 1, 1]
- ID: 1
Name: Camera
Components:
ScriptComponent:
ScriptPath: assets/scripts/camera.lua
Transform:
Position: [881.214233, 200, -162.832016]
Rotation: [0, 170.205078, 0]
Scale: [1, 1, 1]
CameraComponent:
IsPerspective: true
DefaultRuntimeCamera: true
FOV: 45
AspectRatio: 1
AspectRatio: 1.75
NearPlane: 0.100000001
FarPlane: 7000
ScriptComponent:
ScriptPath: assets/scripts/camera.lua
- ID: 2
Name: Grey Cube
Components:
Mesh:
MeshPath: assets/models/DefaultMesh.obj
submeshes_len: 1
submeshes:
- vao: 53
indexCount: 36
textures: ~
Transform:
Position: [0, 200, 0]
Rotation: [0, 267.034973, 0]
Scale: [1, 1, 1]
Position: [-3.43110847, 248.891235, 0]
Rotation: [0, -0, 0]
Scale: [25, 25, 25]

View File

@ -1,88 +0,0 @@
// TransformComponent.cpp
#include "Transform.h"
const std::string TransformComponent::name = "Transform";
TransformComponent::TransformComponent()
: position(0.0f), rotation(0.0f), scale(1.0f)
{
position = glm::vec3(0.0f, 0.0f, 0.0f);
rotation = glm::vec3(0.0f, 0.0f, 0.0f);
scale = glm::vec3(1.0f, 1.0f, 1.0f);
}
const std::string& TransformComponent::GetName() const
{
return name;
}
const std::string& TransformComponent::GetStaticName()
{
return name;
}
void TransformComponent::Update(float _deltaTime)
{
(void)_deltaTime; // Suppress unused parameter warning
return;
}
YAML::Node TransformComponent::Serialize()
{
YAML::Node node;
// Position
{
YAML::Node posNode;
posNode.SetStyle(YAML::EmitterStyle::Flow);
posNode.push_back(position.x);
posNode.push_back(position.y);
posNode.push_back(position.z);
node["Position"] = posNode;
}
// Rotation
{
YAML::Node rotNode;
rotNode.SetStyle(YAML::EmitterStyle::Flow);
rotNode.push_back(rotation.x);
rotNode.push_back(rotation.y);
rotNode.push_back(rotation.z);
node["Rotation"] = rotNode;
}
// Scale
{
YAML::Node scaleNode;
scaleNode.SetStyle(YAML::EmitterStyle::Flow);
scaleNode.push_back(scale.x);
scaleNode.push_back(scale.y);
scaleNode.push_back(scale.z);
node["Scale"] = scaleNode;
}
return node;
}
void TransformComponent::Deserialize(const YAML::Node& node)
{
if (node["Position"])
{
auto pos = node["Position"].as<std::vector<float>>();
if (pos.size() == 3)
position = glm::vec3(pos[0], pos[1], pos[2]);
}
if (node["Rotation"])
{
auto rot = node["Rotation"].as<std::vector<float>>();
if (rot.size() == 3)
rotation = glm::vec3(rot[0], rot[1], rot[2]);
}
if (node["Scale"])
{
auto scl = node["Scale"].as<std::vector<float>>();
if (scl.size() == 3)
scale = glm::vec3(scl[0], scl[1], scl[2]);
}
}

View File

@ -140,7 +140,7 @@ void MeshComponent::Deserialize(const YAML::Node &node)
if (submeshes_len != static_cast<int>(model->submeshes.size()))
{
g_LoggerWindow->AddLog("[Mesh] Size Mismatch [%d:%d]: Check for Curupted Scene Files", submeshes_len, static_cast<int>(submeshes.size()));
g_LoggerWindow->AddLog(LogLevel::Error, "[Mesh] Size Mismatch [%d:%d]: Check for Curupted Scene Files", submeshes_len, static_cast<int>(submeshes.size()));
}
// Assign submeshes
@ -182,7 +182,7 @@ void MeshComponent::Deserialize(const YAML::Node &node)
}
if (submeshes_len != static_cast<int>(submeshes.size()))
{
g_LoggerWindow->AddLog("[Mesh] Size Mismatch [%d:%d]: Check for Curupted Scene Files", submeshes_len, static_cast<int>(submeshes.size()));
g_LoggerWindow->AddLog(LogLevel::Error,"[Mesh] Size Mismatch [%d:%d]: Check for Curupted Scene Files", submeshes_len, static_cast<int>(submeshes.size()));
}
}
}

View File

@ -0,0 +1,155 @@
// TransformComponent.cpp
#include "Transform.h"
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/quaternion.hpp>
#include <glm/gtx/quaternion.hpp>
const std::string TransformComponent::name = "Transform";
TransformComponent::TransformComponent()
: position(0.0f), rotation(0.0f), scale(1.0f)
{
position = glm::vec3(0.0f, 0.0f, 0.0f);
rotation = glm::vec3(0.0f, 0.0f, 0.0f);
scale = glm::vec3(1.0f, 1.0f, 1.0f);
}
const std::string &TransformComponent::GetName() const
{
return name;
}
const std::string &TransformComponent::GetStaticName()
{
return name;
}
void TransformComponent::Update(float _deltaTime)
{
(void)_deltaTime; // Suppress unused parameter warning
return;
}
void TransformComponent::LookAt(const glm::vec3& target, const glm::vec3& up) {
// Calculate the direction vector from position to target
glm::vec3 direction = glm::normalize(target - position);
// Handle the case when direction is parallel to up vector
if (glm::length(direction) == 0.0f) {
// Cannot look at the same position; no rotation needed
return;
}
// Create a lookAt matrix
glm::mat4 lookAtMatrix = glm::lookAt(position, target, up);
// Extract the rotation part of the matrix
glm::mat4 rotationMatrix = glm::mat4(glm::mat3(lookAtMatrix));
// Convert the rotation matrix to a quaternion
glm::quat rotationQuat = glm::quat_cast(rotationMatrix);
// Extract Euler angles from the quaternion
glm::vec3 eulerRadians = glm::eulerAngles(rotationQuat);
// Convert radians to degrees and set the rotation
rotation = glm::degrees(eulerRadians);
}
// New Methods
glm::mat4 TransformComponent::GetTransformMatrix() const
{
glm::mat4 translation = glm::translate(glm::mat4(1.0f), position);
// Convert Euler angles (in degrees) to a quaternion and then to a rotation matrix
glm::quat quatRotation = glm::quat(glm::radians(rotation));
glm::mat4 rotationMatrix = glm::toMat4(quatRotation);
glm::mat4 scaling = glm::scale(glm::mat4(1.0f), scale);
// Note: The order is Scale -> Rotate -> Translate
return translation * rotationMatrix * scaling;
}
void TransformComponent::SetTransformMatrix(const glm::mat4 &transform)
{
// Extract translation
position = glm::vec3(transform[3]);
// Extract scale factors
scale.x = glm::length(glm::vec3(transform[0]));
scale.y = glm::length(glm::vec3(transform[1]));
scale.z = glm::length(glm::vec3(transform[2]));
// Remove scale from rotation matrix
glm::mat4 rotationMatrix = transform;
rotationMatrix[0] /= scale.x;
rotationMatrix[1] /= scale.y;
rotationMatrix[2] /= scale.z;
// Convert rotation matrix to quaternion and then to Euler angles (in degrees)
glm::quat quatRotation = glm::quat_cast(rotationMatrix);
glm::vec3 euler = glm::degrees(glm::eulerAngles(quatRotation));
rotation = euler;
}
YAML::Node TransformComponent::Serialize()
{
YAML::Node node;
// Position
{
YAML::Node posNode;
posNode.SetStyle(YAML::EmitterStyle::Flow);
posNode.push_back(position.x);
posNode.push_back(position.y);
posNode.push_back(position.z);
node["Position"] = posNode;
}
// Rotation
{
YAML::Node rotNode;
rotNode.SetStyle(YAML::EmitterStyle::Flow);
rotNode.push_back(rotation.x);
rotNode.push_back(rotation.y);
rotNode.push_back(rotation.z);
node["Rotation"] = rotNode;
}
// Scale
{
YAML::Node scaleNode;
scaleNode.SetStyle(YAML::EmitterStyle::Flow);
scaleNode.push_back(scale.x);
scaleNode.push_back(scale.y);
scaleNode.push_back(scale.z);
node["Scale"] = scaleNode;
}
return node;
}
void TransformComponent::Deserialize(const YAML::Node &node)
{
if (node["Position"])
{
auto pos = node["Position"].as<std::vector<float>>();
if (pos.size() == 3)
position = glm::vec3(pos[0], pos[1], pos[2]);
}
if (node["Rotation"])
{
auto rot = node["Rotation"].as<std::vector<float>>();
if (rot.size() == 3)
rotation = glm::vec3(rot[0], rot[1], rot[2]);
}
if (node["Scale"])
{
auto scl = node["Scale"].as<std::vector<float>>();
if (scl.size() == 3)
scale = glm::vec3(scl[0], scl[1], scl[2]);
}
}

View File

@ -1,10 +1,18 @@
// Transform.h
#pragma once
#define GLM_ENABLE_EXPERIMENTAL
#include "Component.h"
#include <glm/glm.hpp>
#include <yaml-cpp/yaml.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp> // For glm::lookAt
#include <glm/gtc/quaternion.hpp> // For glm::quat
#include <glm/gtx/quaternion.hpp> // For glm::quat_cast
#include <glm/gtc/constants.hpp> // For glm::pi
#include <glm/gtc/matrix_access.hpp> // For glm::eulerAngles
class TransformComponent : public Component
{
public:
@ -32,6 +40,14 @@ public:
rotation = {x, y, z};
}
/**
* @brief Orients the transform to face the target position.
*
* @param target The target position to look at.
* @param up The up vector to use for orientation.
*/
void LookAt(const glm::vec3& target, const glm::vec3& up);
TransformComponent();
virtual const std::string &GetName() const override;
static const std::string &GetStaticName();
@ -41,6 +57,8 @@ public:
// Serialization methods
virtual YAML::Node Serialize() override;
virtual void Deserialize(const YAML::Node &node) override;
glm::mat4 GetTransformMatrix() const;
void SetTransformMatrix(const glm::mat4& transform);
private:
static const std::string name;

View File

@ -36,11 +36,11 @@
#include "Engine/InputManager.h"
#include "Engine/ScopedTimer.h"
#include "Engine/Profiler.h"
#include "Engine/Settings.h"
// #define YAML_CPP_STATIC_DEFINE
#include <yaml-cpp/yaml.h>
#include "TestModel.h"
AssetManager g_AssetManager;
@ -50,12 +50,16 @@ SceneManager g_SceneManager;
InputManager g_InputManager;
Settings g_SettingsManager;
std::vector<std::shared_ptr<GameObject>> g_GameObjects;
std::shared_ptr<CameraComponent> g_RuntimeCameraObject;
int g_GPU_Triangles_drawn_to_screen = 0;
int g_GPU_Draw_Calls = 0;
bool DrawBBBO;
GameObject *g_SelectedObject; // Pointer to the currently selected object
@ -64,6 +68,10 @@ int m_GameRunning = 0;
bool MyEngine::Init(int width, int height, const std::string &title)
{
DEBUG_PRINT("[START] Engine Init");
g_SettingsManager.S_LineColor = glm::vec4(1.0f, 0.27058823529f, 0.0f, 1.0f);
// ------------------------------------------
// 1) Initialize GLFW
// ------------------------------------------
@ -110,6 +118,7 @@ bool MyEngine::Init(int width, int height, const std::string &title)
#ifdef DEBUG
ImGui::GetIO().ConfigFlags |= ImGuiConfigFlags_DockingEnable | ImGuiConfigFlags_ViewportsEnable;
#endif
// Path to your font files
@ -169,18 +178,24 @@ bool MyEngine::Init(int width, int height, const std::string &title)
m_FirstTickGameRunning = true;
m_showProfiler = true;
DrawBBBO = false;
g_LoggerWindow = m_LoggerWindow.get();
// Optionally, call 'onInit' Lua function
// Some initial logs
m_LoggerWindow->AddLog("Engine initialized.");
m_LoggerWindow->AddLog("Welcome to Tesseract Engine!");
m_Running = true;
m_LastTime = glfwGetTime();
DEBUG_PRINT("[OK] Engine Init ");
#ifdef DEBUG
g_LoggerWindow->AddLog(LogLevel::Warning, "Warning: You are in Debug Mode. Switch to Releace for more performance");
#endif
return true;
}
@ -205,8 +220,6 @@ void MyEngine::Run()
glfwPollEvents();
}
{
SCOPE_TIMER("InputManagerUpdate");
g_InputManager.Update(m_Window);
@ -291,7 +304,7 @@ void MyEngine::Run()
{
ScopedTimer timer("RenderGame");
m_RenderWindow->Show(&m_GameRunning); // The spinning triangle as ImGui::Image
m_RenderWindow->Show(&m_GameRunning, m_Ms); // The spinning triangle as ImGui::Image
}
{
ScopedTimer timer("ShowEditor");
@ -309,7 +322,7 @@ void MyEngine::Run()
}
// After rendering
m_PerformanceWindow->UpdatePerformanceStats(-1, g_GPU_Triangles_drawn_to_screen);
m_PerformanceWindow->UpdatePerformanceStats(g_GPU_Draw_Calls, g_GPU_Triangles_drawn_to_screen);
// End frame
EndFrame();
@ -431,6 +444,24 @@ void MyEngine::ShowDockSpace()
ImGui::Checkbox("Show Profiler", &m_showProfiler); // Add a checkbox to toggle the profiler
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Settings"))
{
// A checkbox to enable/disable bounding boxes
ImGui::Checkbox("Show Submeshs", &DrawBBBO);
// On the same line, we place a small color edit widget
ImGui::SameLine();
ImGui::ColorEdit4("Box Color",
reinterpret_cast<float *>(&g_SettingsManager.S_LineColor),
ImGuiColorEditFlags_NoInputs | ImGuiColorEditFlags_NoLabel);
// Explanation of Flags:
// - ImGuiColorEditFlags_NoInputs hides numeric RGBA input fields
// - ImGuiColorEditFlags_NoLabel hides the default label, since we already have "Box Color"
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Engine"))
{

View File

@ -12,9 +12,9 @@
#include "Windows/LuaEditorWindow.h"
#include "Windows/ProfilerWindow.h"
#include "Componenets/GameObject.h"
#include "Componenets/Mesh.h"
#include "Componenets/Transform.h"
#include "Components/GameObject.h"
#include "Components/Mesh.h"
#include "Components/Transform.h"
#include "Engine/AssetManager.h"
#include "Engine/ThemeManager.h"
@ -22,7 +22,6 @@
#include "Engine/LuaAPI.h"
#include "Engine/Utilitys.h"
#include "TestModel.h"
#include "gcml.h"

View File

@ -520,6 +520,7 @@ Model *LoadModelFromList(const std::string &path)
// Initialize OpenGL buffers for the submesh
submesh.Initialize();
}
if (materialToSubmesh.empty())

View File

@ -82,10 +82,31 @@ struct Submesh
std::vector<unsigned int> indices;
std::vector<Texture> textures;
GLuint vao = 0, vbo = 0, ebo = 0;
unsigned int bboxVAO, bboxVBO;
GLsizei bboxVertexCount;
glm::vec3 minExtents;
glm::vec3 maxExtents;
// Initialize OpenGL buffers for the submesh
void Initialize()
{
glm::vec3 minExtents(FLT_MAX);
glm::vec3 maxExtents(-FLT_MAX);
for (auto &v : vertices)
{
minExtents.x = std::min(minExtents.x, v.position[0]);
minExtents.y = std::min(minExtents.y, v.position[1]);
minExtents.z = std::min(minExtents.z, v.position[2]);
maxExtents.x = std::max(maxExtents.x, v.position[0]);
maxExtents.y = std::max(maxExtents.y, v.position[1]);
maxExtents.z = std::max(maxExtents.z, v.position[2]);
}
// Store in the submesh
this->minExtents = minExtents;
this->maxExtents = maxExtents;
glGenVertexArrays(1, &vao);
glGenBuffers(1, &vbo);
glGenBuffers(1, &ebo);
@ -109,6 +130,58 @@ struct Submesh
glVertexAttribPointer(2, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void *)(5 * sizeof(float)));
glBindVertexArray(0);
std::vector<glm::vec3> bboxLines = {
// bottom face
{minExtents.x, minExtents.y, minExtents.z},
{maxExtents.x, minExtents.y, minExtents.z},
{maxExtents.x, minExtents.y, minExtents.z},
{maxExtents.x, minExtents.y, maxExtents.z},
{maxExtents.x, minExtents.y, maxExtents.z},
{minExtents.x, minExtents.y, maxExtents.z},
{minExtents.x, minExtents.y, maxExtents.z},
{minExtents.x, minExtents.y, minExtents.z},
// top face
{minExtents.x, maxExtents.y, minExtents.z},
{maxExtents.x, maxExtents.y, minExtents.z},
{maxExtents.x, maxExtents.y, minExtents.z},
{maxExtents.x, maxExtents.y, maxExtents.z},
{maxExtents.x, maxExtents.y, maxExtents.z},
{minExtents.x, maxExtents.y, maxExtents.z},
{minExtents.x, maxExtents.y, maxExtents.z},
{minExtents.x, maxExtents.y, minExtents.z},
// vertical edges
{minExtents.x, minExtents.y, minExtents.z},
{minExtents.x, maxExtents.y, minExtents.z},
{maxExtents.x, minExtents.y, minExtents.z},
{maxExtents.x, maxExtents.y, minExtents.z},
{maxExtents.x, minExtents.y, maxExtents.z},
{maxExtents.x, maxExtents.y, maxExtents.z},
{minExtents.x, minExtents.y, maxExtents.z},
{minExtents.x, maxExtents.y, maxExtents.z}};
glGenVertexArrays(1, &bboxVAO);
glGenBuffers(1, &bboxVBO);
glBindVertexArray(bboxVAO);
glBindBuffer(GL_ARRAY_BUFFER, bboxVBO);
glBufferData(
GL_ARRAY_BUFFER,
bboxLines.size() * sizeof(glm::vec3),
bboxLines.data(),
GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(
0, 3, GL_FLOAT, GL_FALSE,
sizeof(glm::vec3), (void *)0);
glBindVertexArray(0);
bboxVAO = bboxVAO;
bboxVBO = bboxVBO;
bboxVertexCount = (GLsizei)bboxLines.size();
}
// Render the submesh
@ -200,9 +273,9 @@ public:
// Debug: Log the variant type
if (std::holds_alternative<std::shared_ptr<T>>(it->second))
{
#ifdef DEBUG
#ifdef DEBUG
DebugAssetMap();
#endif
#endif
std::cout << "[AssetManager] Retrieved asset from cache: " << key << std::endl;
return std::get<std::shared_ptr<T>>(it->second);
}

View File

@ -1,29 +1,92 @@
// InputManager.cpp
#include "InputManager.h"
#include <GLFW/glfw3.h>
#include <algorithm> // For std::clamp
void InputManager::Update(GLFWwindow* window)
// Constructor
InputManager::InputManager()
: m_MouseDeltaX(0.0f), m_MouseDeltaY(0.0f), m_ScrollDelta(0.0f)
{
if (!window)
{
Initialize();
}
// Initialize method to set up state vectors
void InputManager::Initialize() {
// Initialize key states
m_KeyStates.resize(GLFW_KEY_LAST + 1, false);
m_PreviousKeyStates.resize(GLFW_KEY_LAST + 1, false);
// Initialize mouse button states
m_MouseButtonStates.resize(GLFW_MOUSE_BUTTON_LAST + 1, false);
m_PreviousMouseButtonStates.resize(GLFW_MOUSE_BUTTON_LAST + 1, false);
}
// Update method to poll input states
void InputManager::Update(GLFWwindow* window) {
if (!window) {
return;
}
// Update the state of each key
for (int key = 0; key <= GLFW_KEY_LAST; ++key)
{
// Update previous key states
m_PreviousKeyStates = m_KeyStates;
// Update current key states
for (int key = 0; key <= GLFW_KEY_LAST; ++key) {
m_KeyStates[key] = glfwGetKey(window, key) == GLFW_PRESS;
}
// Update previous mouse button states
m_PreviousMouseButtonStates = m_MouseButtonStates;
// Update current mouse button states
for (int button = 0; button <= GLFW_MOUSE_BUTTON_LAST; ++button) {
m_MouseButtonStates[button] = glfwGetMouseButton(window, button) == GLFW_PRESS;
}
// Reset mouse deltas and scroll delta for this frame
m_MouseDeltaX = 0.0f;
m_MouseDeltaY = 0.0f;
m_ScrollDelta = 0.0f;
}
bool InputManager::IsKeyPressed(KeyCode key) const
{
// Keyboard input query
bool InputManager::IsKeyPressed(KeyCode key) const {
int keyInt = static_cast<int>(key);
if (keyInt >= 0 && keyInt <= GLFW_KEY_LAST)
{
if (keyInt >= 0 && keyInt <= GLFW_KEY_LAST) {
return m_KeyStates[keyInt];
}
return false;
}
// Mouse button input query
bool InputManager::IsMouseButtonPressed(MouseButton button) const {
int buttonInt = static_cast<int>(button);
if (buttonInt >= 0 && buttonInt <= GLFW_MOUSE_BUTTON_LAST) {
return m_MouseButtonStates[buttonInt];
}
return false;
}
// Mouse button just pressed (edge detection)
bool InputManager::IsMouseButtonJustPressed(MouseButton button) const {
int buttonInt = static_cast<int>(button);
if (buttonInt >= 0 && buttonInt <= GLFW_MOUSE_BUTTON_LAST) {
return m_MouseButtonStates[buttonInt] && !m_PreviousMouseButtonStates[buttonInt];
}
return false;
}
// Mouse button just released (edge detection)
bool InputManager::IsMouseButtonJustReleased(MouseButton button) const {
int buttonInt = static_cast<int>(button);
if (buttonInt >= 0 && buttonInt <= GLFW_MOUSE_BUTTON_LAST) {
return !m_MouseButtonStates[buttonInt] && m_PreviousMouseButtonStates[buttonInt];
}
return false;
}
// Reset deltas after handling input
void InputManager::ResetDeltas() {
m_MouseDeltaX = 0.0f;
m_MouseDeltaY = 0.0f;
m_ScrollDelta = 0.0f;
}

View File

@ -3,18 +3,50 @@
#include "KeyCode.h"
#include <GLFW/glfw3.h>
#include <vector>
class InputManager
{
class InputManager {
public:
// Update key states (to be called every frame)
// Constructor
InputManager();
// Update method to poll input states
void Update(GLFWwindow* window);
// Check if a key is pressed
// Keyboard input query
bool IsKeyPressed(KeyCode key) const;
// Mouse button input queries
bool IsMouseButtonPressed(MouseButton button) const;
bool IsMouseButtonJustPressed(MouseButton button) const;
bool IsMouseButtonJustReleased(MouseButton button) const;
// Mouse movement deltas
float GetMouseDeltaX() const { return m_MouseDeltaX; }
float GetMouseDeltaY() const { return m_MouseDeltaY; }
// Scroll delta
float GetScrollDelta() const { return m_ScrollDelta; }
// Call this after handling input to reset deltas
void ResetDeltas();
private:
// Array or map storing key states
bool m_KeyStates[GLFW_KEY_LAST + 1] = { false };
// Storage for key states
std::vector<bool> m_KeyStates;
std::vector<bool> m_PreviousKeyStates;
// Storage for mouse button states
std::vector<bool> m_MouseButtonStates;
std::vector<bool> m_PreviousMouseButtonStates;
// Mouse movement deltas
float m_MouseDeltaX;
float m_MouseDeltaY;
// Scroll delta
float m_ScrollDelta;
// Initialization helper
void Initialize();
};

View File

@ -126,3 +126,16 @@ enum class KeyCode
RightSuper = GLFW_KEY_RIGHT_SUPER,
Menu = GLFW_KEY_MENU
};
// Enum for mouse buttons
enum class MouseButton {
LEFT = GLFW_MOUSE_BUTTON_LEFT,
RIGHT = GLFW_MOUSE_BUTTON_RIGHT,
MIDDLE = GLFW_MOUSE_BUTTON_MIDDLE,
BUTTON4 = GLFW_MOUSE_BUTTON_4,
BUTTON5 = GLFW_MOUSE_BUTTON_5,
BUTTON6 = GLFW_MOUSE_BUTTON_6,
BUTTON7 = GLFW_MOUSE_BUTTON_7,
BUTTON8 = GLFW_MOUSE_BUTTON_8,
LAST = GLFW_MOUSE_BUTTON_LAST
};

View File

@ -3,11 +3,11 @@
#include "LuaAPI.h"
#include "LuaMacros.h" // Include the macros for binding
#include "gcml.h" // Include gcml.h for DEBUG_PRINT macros
#include "Componenets/Component.h"
#include "Componenets/Transform.h"
#include "Componenets/Mesh.h"
#include "Componenets/ScriptComponent.h"
#include "Componenets/GameObject.h"
#include "Components/Component.h"
#include "Components/Transform.h"
#include "Components/Mesh.h"
#include "Components/ScriptComponent.h"
#include "Components/GameObject.h"
#include "Windows/LoggerWindow.h"
#include "Engine/InputManager.h"

View File

@ -12,7 +12,7 @@ struct ProfileResult {
class Profiler {
public:
static Profiler& Get() {
static Profiler& Get() { // Singleton ... LLLLLL
static Profiler instance;
return instance;
}

View File

@ -1,9 +1,9 @@
#include "SceneManager.h"
#include "./Componenets/Component.h"
#include "./Componenets/Transform.h"
#include "./Componenets/Mesh.h"
#include "./Componenets/GameObject.h"
#include "./Components/Component.h"
#include "./Components/Transform.h"
#include "./Components/Mesh.h"
#include "./Components/GameObject.h"
#include "imgui.h"

View File

@ -1,6 +1,6 @@
#pragma once
#include <vector>
#include "Componenets/GameObject.h"
#include "Components/GameObject.h"
class SceneManager

6
src/Engine/Settings.h Normal file
View File

@ -0,0 +1,6 @@
#include "imgui.h"
#include <glm/gtc/matrix_transform.hpp>
struct Settings {
glm::vec4 S_LineColor;
};

View File

@ -152,6 +152,12 @@ void Shader::SetVec3(const std::string &name, const glm::vec3 &value) const
glUniform3fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void Shader::SetVec4(const std::string &name, const glm::vec4 &value) const
{
glUseProgram(ID); // Ensure the shader program is active
glUniform4fv(glGetUniformLocation(ID, name.c_str()), 1, &value[0]);
}
void Shader::SetSampler2D(const std::string &name, int textureUnit) const
{
glUseProgram(ID); // Ensure the shader program is active

View File

@ -26,6 +26,8 @@ public:
void SetMat4(const std::string &name, const glm::mat4 &mat) const; // For setting 4x4 matrices
void SetSampler2D(const std::string &name, int textureUnit) const;
void SetVec3(const std::string &name, const glm::vec3 &value) const;
void SetVec4(const std::string &name, const glm::vec4 &value) const;
private:
// Caching uniform locations for performance

View File

@ -1,103 +0,0 @@
#include "TestModel.h"
#include <GL/glew.h>
#include <cstdio>
GLuint CreateCubeVAO()
{
// Define cube vertices (Position + UVs)
static float g_CubeVertices[] =
{
// Front face
-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 face
-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 face
-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 face
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 face
-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 face
-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,
};
// Define cube indices
static unsigned int g_CubeIndices[] =
{
// Front face
0, 1, 2, 2, 3, 0,
// Back face
4, 5, 6, 6, 7, 4,
// Left face
8, 9, 10, 10, 11, 8,
// Right face
12, 13, 14, 14, 15, 12,
// Top face
16, 17, 18, 18, 19, 16,
// Bottom face
20, 21, 22, 22, 23, 20
};
GLuint VAO, VBO, EBO;
// Generate and bind VAO
glGenVertexArrays(1, &VAO);
glBindVertexArray(VAO);
// Generate and bind VBO
glGenBuffers(1, &VBO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_CubeVertices), g_CubeVertices, GL_STATIC_DRAW);
// Generate and bind EBO
glGenBuffers(1, &EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(g_CubeIndices), g_CubeIndices, GL_STATIC_DRAW);
// Define vertex attributes
// Position attribute (location = 0)
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// UV attribute (location = 1)
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
// Unbind VAO (not EBO!)
glBindVertexArray(0);
// Optionally, unbind VBO and EBO for cleanliness
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
// Debug: Print VAO ID
printf("[MeshUtils] Initialized CubeVAO with ID: %u\n", VAO);
return VAO;
}

View File

@ -1,6 +0,0 @@
#pragma once //
#include <GL/glew.h>
#include <cstdio>
GLuint CreateCubeVAO();

View File

@ -5,11 +5,11 @@
#include "imgui.h"
#include "gcml.h"
#include "Componenets/GameObject.h"
#include "Componenets/Mesh.h"
#include "Componenets/Transform.h"
#include "Componenets/ScriptComponent.h"
#include "Componenets/CameraComponent.h"
#include "Components/GameObject.h"
#include "Components/Mesh.h"
#include "Components/Transform.h"
#include "Components/ScriptComponent.h"
#include "Components/CameraComponent.h"

View File

@ -6,8 +6,9 @@
#include <cstdio>
#include "Icons.h"
#include "Engine/ScopedTimer.h"
#include "Icons.h"
// Helper function to format strings
static std::string FormatString(const char *fmt, va_list args)
{
char buffer[1024];
@ -15,6 +16,48 @@ static std::string FormatString(const char *fmt, va_list args)
return std::string(buffer);
}
// Choose a default icon for each LogLevel
static const char* GetIconForLevel(LogLevel level)
{
switch (level)
{
case LogLevel::Warning: return ICON_FA_TRIANGLE_EXCLAMATION;
case LogLevel::Error: return ICON_FA_CIRCLE_EXCLAMATION;
case LogLevel::Info:
default: return ICON_FA_INFO;
}
}
// Choose a default color for each LogLevel if none is specified.
static ImVec4 GetDefaultColorForLevel(LogLevel level)
{
switch (level)
{
case LogLevel::Warning: return ImVec4(1.0f, 0.8f, 0.0f, 1.0f); // Yellow-ish
case LogLevel::Error: return ImVec4(1.0f, 0.2f, 0.2f, 1.0f); // Reddish
case LogLevel::Info:
default: return ImVec4(0.8f, 0.8f, 0.8f, 1.0f); // Light gray
}
}
void LoggerWindow::AddLog(const char *fmt, std::optional<ImVec4> color, ...)
{
va_list args;
va_start(args, fmt);
std::string formatted = FormatString(fmt, args);
va_end(args);
LogEntry entry;
entry.text = formatted;
entry.level = LogLevel::Info;
entry.color = color;
entry.icon = GetIconForLevel(entry.level);
m_Logs.emplace_back(entry);
m_ScrollToBottom = true;
}
// 1) Existing method (no LogLevel) — default to Info
void LoggerWindow::AddLog(const char *fmt, ...)
{
va_list args;
@ -22,27 +65,62 @@ void LoggerWindow::AddLog(const char *fmt, ...)
std::string formatted = FormatString(fmt, args);
va_end(args);
m_Logs.emplace_back(formatted);
LogEntry entry;
entry.text = formatted;
entry.level = LogLevel::Info;
entry.color = std::nullopt; // We'll use the default color
entry.icon = GetIconForLevel(entry.level);
m_Logs.emplace_back(entry);
m_ScrollToBottom = true;
}
void LoggerWindow::AddLog(const char *fmt, std::optional<ImVec4> color, ...)
// 2) New method for specifying LogLevel
void LoggerWindow::AddLog(LogLevel level, const char *fmt, ...)
{
va_list args;
va_start(args, color);
va_start(args, fmt);
std::string formatted = FormatString(fmt, args);
va_end(args);
m_Logs.emplace_back(formatted, color);
LogEntry entry;
entry.text = formatted;
entry.level = level;
entry.color = std::nullopt; // Use default color for this level
entry.icon = GetIconForLevel(level);
m_Logs.emplace_back(entry);
m_ScrollToBottom = true;
}
// 3) New method for specifying LogLevel + an explicit color override
void LoggerWindow::AddLog(LogLevel level, const ImVec4 &color, const char *fmt, ...)
{
va_list args;
va_start(args, fmt);
std::string formatted = FormatString(fmt, args);
va_end(args);
LogEntry entry;
entry.text = formatted;
entry.level = level;
entry.color = color; // Explicit color override
entry.icon = GetIconForLevel(level);
m_Logs.emplace_back(entry);
m_ScrollToBottom = true;
}
void LoggerWindow::Show()
{
SCOPE_TIMER("LoggerWindow::Show");
// Window with an icon in the title
ImGui::Begin(ICON_FA_TERMINAL " Logger##logger");
// Clear button
if (ImGui::Button("Clear"))
{
m_Logs.clear();
@ -50,24 +128,44 @@ void LoggerWindow::Show()
ImGui::Separator();
// Begin a child region to enable scrolling
ImGui::BeginChild("LoggerScrollRegion", ImVec2(0, 0), false, ImGuiWindowFlags_HorizontalScrollbar);
// Child region for scrollable area
ImGui::BeginChild("LoggerScrollRegion", ImVec2(0, 0), false,
ImGuiWindowFlags_HorizontalScrollbar);
if (ImGui::BeginTable("LogTable", 2,
ImGuiTableFlags_SizingFixedFit |
ImGuiTableFlags_Borders |
ImGuiTableFlags_RowBg |
ImGuiTableFlags_Resizable))
{
// Optionally set up columns (width, name, etc.)
ImGui::TableSetupColumn("Icon", ImGuiTableColumnFlags_WidthFixed, 30.0f);
ImGui::TableSetupColumn("Message", ImGuiTableColumnFlags_WidthStretch);
// Loop over log entries
for (const auto &logEntry : m_Logs)
{
if (logEntry.color.has_value())
{
ImGui::PushStyleColor(ImGuiCol_Text, logEntry.color.value());
ImVec4 color = logEntry.color.value_or(GetDefaultColorForLevel(logEntry.level));
// Start a new row
ImGui::TableNextRow();
// Column 0: Icon
ImGui::TableNextColumn();
ImGui::TextColored(color, "%s", logEntry.icon.c_str());
// Column 1: Text
ImGui::TableNextColumn();
ImGui::TextUnformatted(logEntry.text.c_str());
ImGui::PopStyleColor();
}
else
{
ImGui::TextUnformatted(logEntry.text.c_str());
}
}
// Auto-scroll to bottom if new logs are added
ImGui::EndTable();
}
// If you used PushStyleVar above, pop it here:
// ImGui::PopStyleVar();
// Auto-scroll to bottom if needed
if (m_ScrollToBottom)
{
ImGui::SetScrollHereY(1.0f);
@ -75,6 +173,6 @@ void LoggerWindow::Show()
}
ImGui::EndChild();
ImGui::End();
}

View File

@ -6,19 +6,31 @@
#include <string>
#include <optional>
#include <imgui.h>
#include "Icons.h"
struct LogEntry {
std::string text;
// Example: Different severity levels
enum class LogLevel
{
Info,
Warning,
Error
};
struct LogEntry
{
std::string text ;
LogLevel level;
std::optional<ImVec4> color;
LogEntry(const std::string& msg, std::optional<ImVec4> col = std::nullopt)
: text(msg), color(col) {}
std::string icon ;
};
class LoggerWindow {
public:
void AddLog(const char* fmt, ...);
void AddLog(const char* fmt, std::optional<ImVec4> color, ...);
void AddLog(LogLevel level, const char *fmt, ...);
void AddLog(LogLevel level, const ImVec4 &color, const char *fmt, ...);
void Show();
private:

View File

@ -1,16 +1,16 @@
#include "PerformanceWindow.h"
#include "imgui.h"
#include <algorithm> // for std::max_element, etc.
#include <algorithm> // for std::max
#include <float.h> // for FLT_MAX
#include "Engine/ThemeManager.h"
#include "Engine/ScopedTimer.h"
extern int LoadedAssets;
extern int g_GPU_Triangles_drawn_to_screen;
extern int g_GPU_Draw_Calls;
const char *polygonModeOptions[] = {"Fill", "Wireframe", "Points"};
const int numPolygonModes = sizeof(polygonModeOptions) / sizeof(polygonModeOptions[0]);
int polygonMode = 0;
static int polygonMode = 0;
// Initialize static members
int PerformanceWindow::m_OpenGLCallCount = 0;
@ -26,27 +26,29 @@ static float s_TriangleHistory[60] = {0.0f};
static float s_FpsScale = 120.0f; // default starting scale for FPS
static float s_MsScale = 25.0f; // default starting scale for ms
// This function shifts the old values left and appends a new value at the end.
static void PushValueToHistory(float *historyArray, int historySize, float newValue)
// Push new value into history, shifting old values left
static void PushValueToHistory(float* historyArray, int historySize, float newValue)
{
for (int i = 0; i < historySize - 1; i++)
{
historyArray[i] = historyArray[i + 1];
}
historyArray[historySize - 1] = newValue;
}
// We'll track when we last pushed data to our history.
static double s_LastPushTime = 0.0;
// We'll also track when we last updated the scale
static double s_LastScaleUpdate = 0.0;
// Update counters from the outside
void PerformanceWindow::UpdatePerformanceStats(int newCallCount, int newTriangleCount)
{
m_OpenGLCallCount = newCallCount;
m_TriangleCount = newTriangleCount;
// Reset GPU counters each frame, or each time you show
g_GPU_Triangles_drawn_to_screen = 0;
g_GPU_Draw_Calls = 0;
}
void PerformanceWindow::Show(float fps, float ms)
@ -56,7 +58,7 @@ void PerformanceWindow::Show(float fps, float ms)
// 1) Get current time from ImGui's internal clock
double currentTime = ImGui::GetTime();
// 2) If at least 0.05s has passed, push new data (about 20 updates per second)
// 2) If at least 0.05s has passed, push new data (~20 times a second)
if ((currentTime - s_LastPushTime) >= 0.05)
{
s_LastPushTime = currentTime;
@ -68,132 +70,228 @@ void PerformanceWindow::Show(float fps, float ms)
PushValueToHistory(s_TriangleHistory, 60, (float)m_TriangleCount);
}
// 3) Every 1 second, recalculate the max scale for FPS and ms
// We'll calculate a fallback max for calls
static float callsMax = 300.0f;
// 3) Every 1 second, recalculate the max scale for FPS, ms, and calls
if ((currentTime - s_LastScaleUpdate) >= 1.0)
{
s_LastScaleUpdate = currentTime;
// Find the maximum in s_FpsHistory
// Recompute s_FpsScale
float maxFps = 0.0f;
for (int i = 0; i < 60; i++)
{
if (s_FpsHistory[i] > maxFps)
maxFps = s_FpsHistory[i];
}
// Scale it by +15%, ensure it's not below 1.0
maxFps *= 1.15f;
if (maxFps < 1.0f)
maxFps = 1.0f;
maxFps = std::max(maxFps, s_FpsHistory[i]);
maxFps = std::max(1.0f, maxFps * 1.15f); // add ~15% headroom
s_FpsScale = maxFps;
// Find the maximum in s_MsHistory
// Recompute s_MsScale
float maxMs = 0.0f;
for (int i = 0; i < 60; i++)
{
if (s_MsHistory[i] > maxMs)
maxMs = s_MsHistory[i];
}
// Scale it by +15%, ensure it's not below 1.0
maxMs *= 1.15f;
if (maxMs < 1.0f)
maxMs = 1.0f;
maxMs = std::max(maxMs, s_MsHistory[i]);
maxMs = std::max(1.0f, maxMs * 1.15f);
s_MsScale = maxMs;
// Recompute callsMax
float localMax = 0.0f;
for (int i = 0; i < 60; i++)
localMax = std::max(localMax, s_CallsHistory[i]);
if (localMax > 0.0f)
callsMax = localMax * 1.2f; // 20% headroom
else
callsMax = 300.0f; // default
}
// Optional style adjustments
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(10, 10));
// Optionally make the window auto-resize or set constraints:
// ImGui::SetNextWindowSizeConstraints(ImVec2(350, 300), ImVec2(FLT_MAX, FLT_MAX));
// ImGui::Begin("Performance##performance", nullptr, ImGuiWindowFlags_AlwaysAutoResize);
ImGui::Begin("Performance##performance");
// Colored header
// A color-coded main header
#ifdef DEBUG
ImGui::TextColored(ImVec4(1.0f, 0.8f, 0.2f, 1.0f), "Performance Stats (DEBUG)");
#else
ImGui::TextColored(ImVec4(1.0f, 0.8f, 0.2f, 1.0f), "Performance Stats");
ImGui::Separator();
#endif
// Show current FPS/ms
ImGui::Separator();
ImGui::Spacing();
// Show current FPS / ms in color
{
// Line 1: FPS (green) + MS (teal)
ImGui::TextColored(ImVec4(0.4f, 1.0f, 0.4f, 1.0f), "FPS: %.1f", fps);
ImGui::SameLine();
ImGui::TextColored(ImVec4(0.4f, 1.0f, 0.8f, 1.0f), "| ms: %.3f", ms);
}
// Graphs for FPS + MS
// min = 0, max = s_FpsScale or s_MsScale
ImGui::PlotLines("FPS",
s_FpsHistory,
IM_ARRAYSIZE(s_FpsHistory),
0,
nullptr,
// Collapsible header for the performance graphs
if (ImGui::CollapsingHeader("Performance Graphs", ImGuiTreeNodeFlags_DefaultOpen))
{
ImGui::Spacing();
// --------- FPS & MS side by side ----------
ImGui::BeginGroup(); // left group
{
ImGui::Text("FPS");
ImGui::PushStyleColor(ImGuiCol_PlotLines, IM_COL32(0, 255, 0, 255)); // green
ImGui::PushStyleColor(ImGuiCol_PlotLinesHovered, IM_COL32(255, 0, 0, 255)); // red on hover
ImGui::PlotLines("##FPS", // hidden label
s_FpsHistory, IM_ARRAYSIZE(s_FpsHistory),
0, // offset
nullptr, // overlay
0.0f,
s_FpsScale,
ImVec2(0, 60));
ImVec2(150, 60));
ImGui::PlotHistogram("ms/frame",
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::Text("Frames per second over time");
ImGui::EndTooltip();
}
ImGui::PopStyleColor(2);
}
ImGui::EndGroup();
ImGui::SameLine();
ImGui::BeginGroup(); // right group
{
ImGui::Text("ms/frame");
ImGui::PlotHistogram("##ms/frame",
s_MsHistory,
IM_ARRAYSIZE(s_MsHistory),
0,
nullptr,
0.0f,
s_MsScale,
ImVec2(0, 60));
ImVec2(150, 60));
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::Text("Frame time in milliseconds");
ImGui::EndTooltip();
}
}
ImGui::EndGroup();
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
// Show OpenGL calls + Triangles
// --------- OpenGL Calls & Indices -----------
// 1) GL Calls
ImGui::Text("OpenGL Calls: %d", m_OpenGLCallCount);
ImGui::PlotLines("GL Calls",
ImGui::PlotLines("##GL Calls",
s_CallsHistory,
IM_ARRAYSIZE(s_CallsHistory),
0,
nullptr,
0, // offset
nullptr, // overlay text
0.0f,
300.0f,
ImVec2(0, 50));
callsMax,
ImVec2(-1, 50)); // auto-fill width, fixed height=50
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::Text("Number of GL draw calls per frame");
ImGui::EndTooltip();
}
ImGui::Spacing();
// 2) Indices
ImGui::Text("Indices: %d", m_TriangleCount);
ImGui::PlotHistogram("Indices",
// For Indices, we use a histogram. We could also do dynamic range like callsMax.
float indexHistMax = std::max(1.0f, (float)m_TriangleCount * 2.5f);
ImGui::PlotHistogram("##Indices",
s_TriangleHistory,
IM_ARRAYSIZE(s_TriangleHistory),
0,
nullptr,
0.0f,
m_TriangleCount * 2.5,
ImVec2(0, 50));
indexHistMax,
ImVec2(-1, 50)); // auto-size width, height=50
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::Text("Number of indices being rendered per frame");
ImGui::EndTooltip();
}
}
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
// Show asset count
ImGui::TextColored(ImVec4(0.4f, 1.0f, 0.4f, 1.0f), "Assets: %d", LoadedAssets);
// -------------- Asset Count --------------
{
ImGui::Text("Loaded Assets: ");
ImGui::SameLine();
ImGui::TextColored(ImVec4(0.4f, 1.0f, 0.4f, 1.0f), "%d", LoadedAssets);
}
ImGui::Spacing();
ImGui::Separator();
ImGui::Spacing();
const char *options[] = {"Bootsrap", "Duck Red", "Windark", "Deep Dark", "Tesseract Black"};
static int current_option = -1; // No selection initially
// -------------- Theme Combo Box --------------
{
const char* options[] = {"Bootstrap", "Duck Red", "Windark", "Deep Dark", "Tesseract Black"};
static int current_option = -1;
const char* preview_value = (current_option >= 0 && current_option < IM_ARRAYSIZE(options))
? options[current_option]
: "Select an option";
const char *preview_value = (current_option >= 0 && current_option < 3) ? options[current_option] : "Select an option";
if (ImGui::BeginCombo("Theme", preview_value))
ImGui::Text("Theme: ");
ImGui::SameLine();
if (ImGui::BeginCombo("##ThemeCombo", preview_value))
{
for (int n = 0; n < IM_ARRAYSIZE(options); n++)
{
bool is_selected = (current_option == n);
if (ImGui::Selectable(options[n], is_selected))
{
current_option = n; // Update current option
ThemeManager_ChangeTheme(n); // Call the function with the selected option
current_option = n;
// Switch theme
ThemeManager_ChangeTheme(n);
}
// Set the initial focus when opening the combo (optional)
if (is_selected)
ImGui::SetItemDefaultFocus();
}
ImGui::EndCombo();
}
if (ImGui::Combo("Polygon Mode", &polygonMode, polygonModeOptions, numPolygonModes))
}
ImGui::Spacing();
// -------------- Polygon Mode Combo Box --------------
{
ImGui::Text("Polygon Mode: ");
ImGui::SameLine();
if (ImGui::Combo("##PolygonMode", &polygonMode, polygonModeOptions, IM_ARRAYSIZE(polygonModeOptions)))
{
switch (polygonMode)
{
case 0:
case 0: // Fill
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
break;
case 1:
case 1: // Wireframe
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
break;
case 2:
case 2: // Points
glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);
break;
default:
@ -201,8 +299,10 @@ void PerformanceWindow::Show(float fps, float ms)
break;
}
}
}
ImGui::End();
ImGui::End(); // End of "Performance##performance"
// Pop the style var
ImGui::PopStyleVar();
}

View File

@ -1,37 +1,175 @@
// RenderWindow.cpp
#include "RenderWindow.h"
#include <vector> // Add this line
#include <vector>
#include <GL/glew.h>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "Components/GameObject.h"
#include "Components/mesh.h"
#include "Components/transform.h"
#include "Components/CameraComponent.h"
#include "Engine/AssetManager.h"
#include "Engine/Settings.h"
#include "Engine/InputManager.h"
#include "Engine/KeyCode.h"
#include "Rendering/Shader.h"
#include "ImGuizmo.h"
#include "gcml.h"
#include "Icons.h"
#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 2048.0f
// Include your AssetManager & Shader headers
#include "Engine/AssetManager.h"
#include "Rendering/Shader.h"
float editorYaw = -90.0f; // Horizontal angle, initialized to face along negative Z-axis
float editorPitch = 0.0f; // Vertical angle
float editorDistance = 5.0f; // Distance from the target
glm::vec3 editorTarget(0.0f, 0.0f, 0.0f); // The point the camera orbits around
#include "Icons.h"
// Configuration Parameters
const float rotationSpeed = 0.1f; // Sensitivity for mouse rotation
const float zoomSpeed = 2.0f; // Sensitivity for zooming
const float movementSpeed = 5.0f; // Speed for panning
const float minZoom = 2.0f; // Minimum zoom distance
const float maxZoom = 20.0f; // Maximum zoom distance
// Extern reference to our global (or extern) asset manager
// Managers
extern AssetManager g_AssetManager;
extern Settings g_SettingsManager;
extern InputManager g_InputManager;
// Settings
extern bool DrawBBBO;
// GameObjects
extern std::vector<std::shared_ptr<GameObject>> g_GameObjects;
extern std::shared_ptr<CameraComponent> g_RuntimeCameraObject;
extern GameObject *g_SelectedObject;
// Profilers
extern int g_GPU_Triangles_drawn_to_screen;
extern int g_GPU_Draw_Calls;
// Simple container for six planes
struct FrustumPlanes
{
glm::vec4 planes[6]; // Each plane is (A,B,C,D)
};
// Extract 6 planes from the combined view-projection matrix
inline FrustumPlanes ExtractFrustumPlanes(const glm::mat4 &vp)
{
FrustumPlanes frustum;
// Left
frustum.planes[0] = glm::vec4(
vp[0][3] + vp[0][0],
vp[1][3] + vp[1][0],
vp[2][3] + vp[2][0],
vp[3][3] + vp[3][0]);
// Right
frustum.planes[1] = glm::vec4(
vp[0][3] - vp[0][0],
vp[1][3] - vp[1][0],
vp[2][3] - vp[2][0],
vp[3][3] - vp[3][0]);
// Bottom
frustum.planes[2] = glm::vec4(
vp[0][3] + vp[0][1],
vp[1][3] + vp[1][1],
vp[2][3] + vp[2][1],
vp[3][3] + vp[3][1]);
// Top
frustum.planes[3] = glm::vec4(
vp[0][3] - vp[0][1],
vp[1][3] - vp[1][1],
vp[2][3] - vp[2][1],
vp[3][3] - vp[3][1]);
// Near
frustum.planes[4] = glm::vec4(
vp[0][3] + vp[0][2],
vp[1][3] + vp[1][2],
vp[2][3] + vp[2][2],
vp[3][3] + vp[3][2]);
// Far
frustum.planes[5] = glm::vec4(
vp[0][3] - vp[0][2],
vp[1][3] - vp[1][2],
vp[2][3] - vp[2][2],
vp[3][3] - vp[3][2]);
// Normalize planes (optional but recommended)
for (int i = 0; i < 6; i++)
{
float length = glm::length(glm::vec3(
frustum.planes[i].x,
frustum.planes[i].y,
frustum.planes[i].z));
if (length > 0.0f)
{
frustum.planes[i] /= length;
}
}
return frustum;
}
inline bool IsBoxInFrustum(const glm::vec3 &bmin,
const glm::vec3 &bmax,
const FrustumPlanes &frustum)
{
// Build the 8 corners in world space
// (We assume bmin/bmax are already in world space.)
std::array<glm::vec3, 8> corners = {
glm::vec3(bmin.x, bmin.y, bmin.z),
glm::vec3(bmin.x, bmin.y, bmax.z),
glm::vec3(bmin.x, bmax.y, bmin.z),
glm::vec3(bmin.x, bmax.y, bmax.z),
glm::vec3(bmax.x, bmin.y, bmin.z),
glm::vec3(bmax.x, bmin.y, bmax.z),
glm::vec3(bmax.x, bmax.y, bmin.z),
glm::vec3(bmax.x, bmax.y, bmax.z)};
// For each plane, check if all corners are behind it.
// If yes => box is completely outside.
for (int p = 0; p < 6; p++)
{
const glm::vec4 &plane = frustum.planes[p];
int outCount = 0;
for (const auto &corner : corners)
{
// Plane eq: A*x + B*y + C*z + D
float distance = plane.x * corner.x +
plane.y * corner.y +
plane.z * corner.z +
plane.w;
if (distance < 0.0f)
outCount++;
}
// If all corners are 'behind' the plane, box is outside
if (outCount == 8)
return false;
}
// Otherwise, it's at least partially inside
return true;
}
bool PlayPauseButton(const char *label, bool *isPlaying, ImVec2 Size)
{
@ -94,23 +232,43 @@ bool PlayPauseButton(const char *label, bool *isPlaying, ImVec2 Size)
return false; // No toggle occurred
}
void RenderWindow::Show(bool *GameRunning)
// Enum for gizmo operations
enum GizmoOperation
{
GIZMO_TRANSLATE,
GIZMO_ROTATE,
GIZMO_SCALE
};
// Initialize with a default operation
GizmoOperation currentOperation = GIZMO_TRANSLATE;
void RenderWindow::Show(bool *GameRunning, double deltaTime)
{
// Begin the ImGui window with an icon and label
ImGui::Begin(ICON_FA_GAMEPAD " Editor##EditorWindow");
ImGuizmo::BeginFrame();
ImGuizmo::SetOrthographic(false);
ImGuizmo::SetDrawlist();
// Initialize OpenGL resources if not already done
if (!m_Initialized)
{
InitGLResources();
m_Initialized = true;
}
// Get the available size for rendering within the window
ImVec2 size = ImGui::GetContentRegionAvail();
int w = static_cast<int>(size.x);
int h = static_cast<int>(size.y);
// If there's space, render to the FBO, then show it as an ImGui image
// Check if there's space to render
if (w > 0 && h > 0)
{
// Resize the FBO if the window size has changed
if (w != m_LastWidth || h != m_LastHeight)
{
m_FBO.Create(w, h);
@ -118,33 +276,176 @@ void RenderWindow::Show(bool *GameRunning)
m_LastHeight = h;
}
// Render the 3D scene to the FBO
RenderSceneToFBO(GameRunning);
// Render the image first
// Display the rendered scene as an image in ImGui
// Correctly cast the texture ID for OpenGL
ImGui::Image(m_FBO.GetTextureID(), size, ImVec2(0, 0), ImVec2(1, 1));
// Calculate button position to place it slightly right and down from the top-left of the image
ImVec2 imagePos = ImGui::GetItemRectMin();
// Add an offset to position the button
ImVec2 buttonOffset(10.0f, 10.0f); // Adjust these values as needed for the desired offset
ImVec2 buttonOffset(10.0f, 10.0f); // 10 pixels right and 10 pixels down
ImVec2 buttonPos = ImVec2(imagePos.x + buttonOffset.x, imagePos.y + buttonOffset.y);
// Set cursor position for the button
ImGui::SetCursorScreenPos(buttonPos);
// Dynamically calculate button size based on window size
float buttonWidth = size.x * 0.03f; // 5% of the window width
float buttonWidth = size.x * 0.05f; // 5% of the window width
ImVec2 buttonSize = ImVec2(buttonWidth, buttonWidth);
// Render the Play/Pause button with the calculated size
PlayPauseButton("##PlayPauseButton", GameRunning, buttonSize);
// ---------------------------------------------------
// *** Gizmo Operation Selection UI ***
// ---------------------------------------------------
// ---------------------------------------------------
// *** Integrate ImGuizmo for Manipulating Objects ***
// ---------------------------------------------------
// Ensure a GameObject is selected
if (g_SelectedObject)
{
// Retrieve the TransformComponent from the selected object
auto transform = g_SelectedObject->GetComponent<TransformComponent>();
if (transform)
{
// Get the current transformation matrix
glm::mat4 modelMatrix = transform->GetTransformMatrix();
// Obtain view and projection matrices from the active camera
glm::mat4 viewMatrix;
glm::mat4 projectionMatrix;
// Camera Selection and Setup Logic (e.g., within your rendering or update function)
if (m_ActiveCamera)
{
// Use the existing active camera
viewMatrix = m_ActiveCamera->GetViewMatrix();
projectionMatrix = m_ActiveCamera->GetProjectionMatrix();
}
else
{
m_ActiveCamera = m_EditorCamera->GetComponent<CameraComponent>();
// 1. Mouse Input for Rotation
if (g_InputManager.IsMouseButtonPressed(MouseButton::RIGHT))
{
float deltaX = g_InputManager.GetMouseDeltaX();
float deltaY = g_InputManager.GetMouseDeltaY();
editorYaw += deltaX * rotationSpeed;
editorPitch += deltaY * rotationSpeed;
// Clamp the pitch to prevent flipping
if (editorPitch > 89.0f)
editorPitch = 89.0f;
if (editorPitch < -89.0f)
editorPitch = -89.0f;
}
// 2. Scroll Input for Zooming
float scrollDelta = g_InputManager.GetScrollDelta();
editorDistance -= scrollDelta * zoomSpeed;
editorDistance = glm::clamp(editorDistance, minZoom, maxZoom);
// 3. Keyboard Input for Panning (WASD)
glm::vec3 forward = glm::normalize(editorTarget - m_EditorCamera->GetComponent<TransformComponent>()->GetPosition());
glm::vec3 right = glm::normalize(glm::cross(forward, glm::vec3(0.0f, 1.0f, 0.0f)));
glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f);
deltaTime = static_cast<float>(deltaTime);
if (g_InputManager.IsKeyPressed(KeyCode::W))
editorTarget += up.y * movementSpeed * deltaTime;
if (g_InputManager.IsKeyPressed(KeyCode::S))
editorTarget -= up.y * movementSpeed * deltaTime;
if (g_InputManager.IsKeyPressed(KeyCode::A))
editorTarget -= right.x * movementSpeed * deltaTime;
if (g_InputManager.IsKeyPressed(KeyCode::D))
editorTarget += right.x * movementSpeed * deltaTime;
// 4. Calculate the New Camera Position
glm::vec3 direction;
direction.x = cos(glm::radians(editorYaw)) * cos(glm::radians(editorPitch));
direction.y = sin(glm::radians(editorPitch));
direction.z = sin(glm::radians(editorYaw)) * cos(glm::radians(editorPitch));
direction = glm::normalize(direction);
glm::vec3 newPosition = editorTarget - direction * editorDistance;
// 5. Update the Editor Camera's Transform
auto editorTransform = m_EditorCamera->GetComponent<TransformComponent>();
editorTransform->SetPosition(newPosition.x,newPosition.y,newPosition.z);
editorTransform->LookAt(editorTarget, up);
// 6. Retrieve Updated Matrices
viewMatrix = m_ActiveCamera->GetViewMatrix();
projectionMatrix = m_ActiveCamera->GetProjectionMatrix();
static ImGuizmo::OPERATION currentOperation = ImGuizmo::TRANSLATE;
if (ImGui::IsWindowFocused() && ImGui::IsWindowHovered())
{
if (ImGui::IsKeyPressed(ImGuiKey_T))
{
currentOperation = ImGuizmo::TRANSLATE;
}
if (ImGui::IsKeyPressed(ImGuiKey_R))
{
currentOperation = ImGuizmo::ROTATE;
}
if (ImGui::IsKeyPressed(ImGuiKey_S))
{
currentOperation = ImGuizmo::SCALE;
}
}
// Define snap settings
bool snap = false; // Enable snapping if needed
float snapValue = 0.1f; // Snap increment
// Set the ImGuizmo rectangle to the window's position and size
ImVec2 windowPos = ImGui::GetWindowPos();
ImVec2 windowSize = ImGui::GetWindowSize();
ImGuizmo::SetRect(windowPos.x, windowPos.y, windowSize.x, windowSize.y);
// Render the gizmo and handle user interaction
projectionMatrix[1][1] *= -1.0f; // Flip Image Internaly
ImGuizmo::Manipulate(
glm::value_ptr(viewMatrix),
glm::value_ptr(projectionMatrix),
currentOperation,
ImGuizmo::LOCAL,
glm::value_ptr(modelMatrix),
nullptr, // Optional delta matrix
snap ? &snapValue : nullptr // Optional snap values
);
// Check if the gizmo is being used (i.e., if the user is interacting with it)
if (ImGuizmo::IsUsing())
{
// Update the TransformComponent with the modified matrix
transform->SetTransformMatrix(modelMatrix);
}
}
}
}
}
else
{
// Display message if there's insufficient space to render the scene
ImGui::Text("No space to render.");
}
// End the ImGui window
ImGui::End();
}
@ -154,6 +455,15 @@ void RenderWindow::InitGLResources()
// 1) Load SHADER from the asset manager
// ----------------------------------------------------
// throw this in here cus we dont have a constructor
m_ActiveCamera = nullptr;
m_EditorCamera = std::make_shared<GameObject>(-1, "EditorCamera");
// Setup the editor camera
m_EditorCamera->AddComponent(std::make_shared<CameraComponent>());
m_EditorCamera->AddComponent(std::make_shared<TransformComponent>());
{
std::shared_ptr<Shader> shaderAsset = g_AssetManager.loadAsset<Shader>(AssetType::SHADER, "assets/shaders/UnlitMaterial");
if (!shaderAsset)
@ -165,6 +475,17 @@ void RenderWindow::InitGLResources()
m_ShaderPtr = shaderAsset.get();
}
{
std::shared_ptr<Shader> shaderAsset = g_AssetManager.loadAsset<Shader>(AssetType::SHADER, "assets/shaders/Line");
if (!shaderAsset)
{
fprintf(stderr, "[RenderWindow] Failed to load shader via AssetManager.\n");
return;
}
// Cast back to your Shader class
m_LineShaderPtr = shaderAsset.get();
}
// ----------------------------------------------------
// 3) Load TEXTURE from the asset manager
// ----------------------------------------------------
@ -203,12 +524,11 @@ void CheckOpenGLError(const std::string &location)
#include <glm/gtc/type_ptr.hpp> // For glm::value_ptr
#include <algorithm> // Ensure <algorithm> is included
void RenderWindow::RenderSceneToFBO(bool *GameRunning)
{
m_RotationAngle += 0.001f; // Spin per frame
// Bind the FBO
// 1) Bind the FBO and set up viewport
m_FBO.Bind();
glViewport(0, 0, m_LastWidth, m_LastHeight);
@ -222,135 +542,191 @@ void RenderWindow::RenderSceneToFBO(bool *GameRunning)
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Use our loaded shader
// 2) Check our main rendering shader
if (!m_ShaderPtr)
{
DEBUG_PRINT("[RenderWindow] Shader pointer is null. Cannot render.");
m_FBO.Unbind();
return; // Can't render without a shader
return;
}
m_ShaderPtr->Use();
// Define view and projection matrices once
// 3) Obtain view/projection from the active camera (or fallback)
std::shared_ptr<CameraComponent> activeCamera = nullptr;
glm::mat4 view;
glm::mat4 proj;
glm::mat4 view, 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
// TODO: Add camera Movement in editor
view = activeCamera->GetViewMatrix();
proj = activeCamera->GetProjectionMatrix();
m_ActiveCamera = activeCamera;
}
else
{
// Fallback to default view and projection if no camera is available
// Fallback if no camera
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);
m_ActiveCamera = nullptr;
}
// Iterate over each GameObject and render it
// 4) Extract frustum planes for culling
glm::mat4 vp = proj * view;
FrustumPlanes frustum = ExtractFrustumPlanes(vp);
// 5) Iterate over each GameObject and render
glm::vec4 LineColor = g_SettingsManager.S_LineColor;
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>();
auto transform = obj->GetComponent<TransformComponent>();
auto mesh = obj->GetComponent<MeshComponent>();
if (transform && mesh && mesh)
if (transform && mesh)
{
// Apply transformations
// 5A) Build the Model matrix
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 matrix
glm::mat4 mvp = proj * view * model;
// Pass MVP and Model matrices to the shader
m_ShaderPtr->SetMat4("uMVP", mvp);
m_ShaderPtr->SetMat4("uModel", model);
// Iterate through each submesh
for (const auto &submesh : mesh->submeshes)
// 5B) For each submesh
for (auto &submesh : mesh->submeshes)
{
// Validate VAO
// Check if VAO is valid
if (submesh.vao == 0)
{
DEBUG_PRINT("[RenderWindow] Warning: Submesh VAO is not initialized.");
continue;
}
// Update triangle count
// -------------------------
// *** FRUSTUM CULLING ***
// Transform submesh bounding box from local -> world space
glm::vec3 worldMin(FLT_MAX), worldMax(-FLT_MAX);
std::array<glm::vec3, 8> corners = {
glm::vec3(submesh.minExtents.x, submesh.minExtents.y, submesh.minExtents.z),
glm::vec3(submesh.minExtents.x, submesh.minExtents.y, submesh.maxExtents.z),
glm::vec3(submesh.minExtents.x, submesh.maxExtents.y, submesh.minExtents.z),
glm::vec3(submesh.minExtents.x, submesh.maxExtents.y, submesh.maxExtents.z),
glm::vec3(submesh.maxExtents.x, submesh.minExtents.y, submesh.minExtents.z),
glm::vec3(submesh.maxExtents.x, submesh.minExtents.y, submesh.maxExtents.z),
glm::vec3(submesh.maxExtents.x, submesh.maxExtents.y, submesh.minExtents.z),
glm::vec3(submesh.maxExtents.x, submesh.maxExtents.y, submesh.maxExtents.z)};
for (auto &c : corners)
{
// Transform corner by the model matrix
glm::vec4 worldPos = model * glm::vec4(c, 1.0f);
// Expand worldMin / worldMax
worldMin.x = std::min(worldMin.x, worldPos.x);
worldMin.y = std::min(worldMin.y, worldPos.y);
worldMin.z = std::min(worldMin.z, worldPos.z);
worldMax.x = std::max(worldMax.x, worldPos.x);
worldMax.y = std::max(worldMax.y, worldPos.y);
worldMax.z = std::max(worldMax.z, worldPos.z);
}
// Now test that box against frustum
if (!IsBoxInFrustum(worldMin, worldMax, frustum))
{
// The submesh is completely outside the camera's view => skip
continue;
}
// -------------------------
// 5C) Compute MVP and pass to shader
glm::mat4 mvp = vp * model;
m_ShaderPtr->SetMat4("uMVP", mvp);
m_ShaderPtr->SetMat4("uModel", model);
// 5D) Update tri count
g_GPU_Triangles_drawn_to_screen += static_cast<int>(submesh.indices.size() / 3);
// Bind textures for the submesh
// Assuming the shader has uniform arrays like uTextures.texture_diffuse[32]
const int MAX_DIFFUSE = 32; // Must match the shader's MAX_DIFFUSE
// 5E) Bind textures
const int MAX_DIFFUSE = 32;
int textureUnit = 0;
// Iterate through all textures and bind those with type "texture_diffuse"
for (const auto &texture : submesh.textures)
for (auto &texture : submesh.textures)
{
if (texture.type == "texture_diffuse")
{
if (textureUnit >= MAX_DIFFUSE)
{
DEBUG_PRINT("[RenderWindow] Warning: Exceeded maximum number of diffuse textures (%d) for shader.", MAX_DIFFUSE);
break; // Prevent exceeding the array bounds in the shader
DEBUG_PRINT("[RenderWindow] Warning: Exceeded maximum diffuse textures.");
break;
}
// Activate the appropriate texture unit
glActiveTexture(GL_TEXTURE0 + textureUnit);
glBindTexture(GL_TEXTURE_2D, texture.id);
// Construct the uniform name dynamically (e.g., "uTextures.texture_diffuse[0]")
std::string uniformName = "uTextures.texture_diffuse[" + std::to_string(textureUnit) + "]";
m_ShaderPtr->SetInt(uniformName, textureUnit);
textureUnit++;
}
}
// Assign default texture to unused texture slots to prevent shader errors
// Assign default texture to unused slots
for (int i = textureUnit; i < MAX_DIFFUSE; ++i)
{
std::string uniformName = "uTextures.texture_diffuse[" + std::to_string(i) + "]";
m_ShaderPtr->SetInt(uniformName, 0); // Assign texture unit 0 (ensure texture 0 is a valid default)
m_ShaderPtr->SetInt(uniformName, 0);
}
// Set the number of active diffuse textures
m_ShaderPtr->SetInt("uNumDiffuseTextures", textureUnit);
// Draw the submesh
// 5F) Draw submesh (filled)
glBindVertexArray(submesh.vao);
glDrawElements(GL_TRIANGLES, static_cast<GLsizei>(submesh.indices.size()), GL_UNSIGNED_INT, nullptr);
glDrawElements(GL_TRIANGLES,
static_cast<GLsizei>(submesh.indices.size()),
GL_UNSIGNED_INT,
nullptr);
g_GPU_Draw_Calls++;
glBindVertexArray(0);
// Reset active texture to default
glActiveTexture(GL_TEXTURE0);
// ----------------------------------------
// 5G) OPTIONAL: Draw a bounding box outline
// ----------------------------------------
if (DrawBBBO && m_LineShaderPtr && submesh.bboxVAO != 0)
{
// Use a simpler line shader that doesn't rely on textures
m_LineShaderPtr->Use();
// Recompute the MVP for the bounding box (same model, same vp)
glm::mat4 bboxMVP = vp * model;
m_LineShaderPtr->SetMat4("uMVP", bboxMVP);
m_LineShaderPtr->SetVec4("uColor", LineColor);
glLineWidth(2.0f);
// If your line shader has a uniform color:
// m_LineShaderPtr->SetVec4("uColor", glm::vec4(1,1,0,1)); // e.g., yellow
// Draw the bounding box in wireframe lines
glBindVertexArray(submesh.bboxVAO);
// We assume submesh.bboxVertexCount is the number of line-vertices
glDrawArrays(GL_LINES, 0, submesh.bboxVertexCount);
glBindVertexArray(0);
glUseProgram(0);
}
}
}
}
// Cleanup: Unbind the shader program
#if TRANSPERANCY
glDisable(GL_BLEND);
#endif
glUseProgram(0);
// Unbind the FBO
// 6) Unbind the FBO
m_FBO.Unbind();
}

View File

@ -2,18 +2,23 @@
#include "../Rendering/FBO.h"
#include <glm/glm.hpp>
#include <memory>
#include "Rendering/Shader.h" //
#include "Components/CameraComponent.h"
#include "Components/GameObject.h"
#include "Engine/InputManager.h"
class RenderWindow
{
public:
void Show(bool *GameRunning);
void Show(bool *GameRunning, double deltaTime);
private:
void InitGLResources();
void RenderSceneToFBO(bool *GameRunning);
std::shared_ptr<CameraComponent> m_ActiveCamera;
// Offscreen render target
FBO m_FBO;
@ -35,4 +40,15 @@ private:
// The loaded shader program (via AssetManager)
Shader* m_ShaderPtr = nullptr;
Shader* m_LineShaderPtr = nullptr;
std::shared_ptr<GameObject> m_EditorCamera;
};
struct Ray
{
glm::vec3 origin;
glm::vec3 direction; // Should be normalized
};

View File

@ -4,7 +4,6 @@
// Include your asset manager and any other necessary headers
#include "Engine/AssetManager.h"
#include "TestModel.h"
#include "gcml.h"
#include "Engine/ScopedTimer.h"
@ -30,6 +29,13 @@ std::shared_ptr<GameObject> CreateDefaultCube()
void SceneWindow::Show()
{
SCOPE_TIMER("SceneWindow::Show");
if (g_SelectedObject) {
if (ImGui::IsKeyPressed(ImGuiKey_Escape)) {
g_SelectedObject = nullptr;
}
}
if (ImGui::Begin("Scene Window##SceneWindow"))
{
// Add Button

View File

@ -3,7 +3,7 @@
#include <string>
#include <glm/glm.hpp>
#include "Componenets/GameObject.h"
#include "Components/GameObject.h"
// SceneWindow class declaration

View File

@ -13,8 +13,13 @@ int main()
MyEngine engine;
DEBUG_PRINT("[OK] Creating Global Engine ");
#ifdef DEBUG
std::string title = "Tesseract Engine (DEBUG)";
#else
std::string title = "Tesseract Engine";
#endif
if (!engine.Init(1280, 720, "Tesseract Engine"))
if (!engine.Init(1280, 720, title))
{
fprintf(stderr, "Failed to initialize engine.\n");
return 1;