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b690c63479
...
1af62d6484
14
README.md
14
README.md
@ -6,20 +6,6 @@ A 3D Game engine for Small to Medium-sized games with a LUA Scripting interface.
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### Note: These screenshots are sorted by version.
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#### 0.0.68
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- Added Script Component
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- Added Simple Lua editor (W.I.P)
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- Added Lua Binding
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- `Engine.GetGameObjectByTag("")`
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- `Component::GetComponent(")`
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- `Engine.Log("")`
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- `Transform:SetPosition(vec3)`
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- `Transform:SetRotation(vec3)`
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![](./assets/images/SS-Dev2_1.png)
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#### 0.0.68
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- Added Script Component
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- Added Simple Lua editor (W.I.P)
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Binary file not shown.
Before Width: | Height: | Size: 646 KiB |
@ -1,95 +0,0 @@
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-- script.lua
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local Math = require("math") -- Require the enhanced math module
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-- Variables to track elapsed time and rotation
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local elapsedTime = 0
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local rotationSpeed = 90 -- Degrees per second for spinning
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local new_rotation = 0
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-- Variables for bobbing effect
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local initial_position = {x = 0, y = 0, z = 0} -- To store the gun's initial position
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local bobAmplitude = 0.1 -- Amplitude of the bobbing (units)
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local bobFrequency = 0.5 -- Frequency of the bobbing (oscillations per second)
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-- Reference to the Gun GameObject and its Transform component
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local gun = nil
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local transform = nil
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local TAU = 6.283185307179586
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-- Update function called every frame
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function OnUpdate(deltaTime)
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-- Ensure that the Gun and its Transform component are valid
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if not gun then
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gun = Engine.GetGameObjectByTag("Gun")
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if gun then
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transform = gun:GetComponent("Transform")
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if transform then
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local pos = transform:GetPosition()
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initial_position = {x = pos.x, y = pos.y, z = pos.z}
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Engine.Log("Gun found and initial position updated.", {1, 1, 1, 1})
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else
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Engine.Log("Transform component not found on Gun.", {1, 1, 0, 1})
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return
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end
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else
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Engine.Log("Gun GameObject still not found.", {1, 1, 0, 1})
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return
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end
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elseif not transform then
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transform = gun:GetComponent("Transform")
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if transform then
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local pos = transform:GetPosition()
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initial_position = {x = pos.x, y = pos.y, z = pos.z}
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Engine.Log("Transform component found and initial position updated.", {1, 1, 1, 1})
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else
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Engine.Log("Transform component still not found on Gun.", {1, 1, 0, 1})
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return
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end
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end
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-- Increment elapsed time
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elapsedTime = elapsedTime + deltaTime
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-- === Spinning the Gun ===
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-- Update the rotation angle based on rotationSpeed and deltaTime
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new_rotation = new_rotation + (deltaTime * rotationSpeed)
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-- Keep the rotation angle within 0-360 degrees to prevent overflow
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if new_rotation >= 360 then
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new_rotation = new_rotation - 360
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end
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-- Define the new rotation (spinning around the Y-axis)
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local rotation = {
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x = -180, -- Preserving existing rotation on X-axis
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y = new_rotation, -- Updated rotation on Y-axis for spinning
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z = 0 -- Preserving existing rotation on Z-axis
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}
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-- Apply the new rotation to the Transform component
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transform:SetRotation(rotation)
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-- === Bobbing the Gun Up and Down ===
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-- Calculate the bobbing offset using a sine wave
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local bobOffset = bobAmplitude * math.sin(TAU * bobFrequency * elapsedTime)
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-- Define the new position by adding the bobbing offset to the initial Y position
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local new_position = {
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x = initial_position.x, -- No change on X-axis
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y = initial_position.y + bobOffset, -- Bouncing up and down on Y-axis
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z = initial_position.z -- No change on Z-axis
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}
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-- Apply the new position to the Transform component
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transform:SetPosition(new_position)
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-- === Optional: Log Current Rotation and Position ===
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-- Uncomment the following lines if you wish to log the gun's current rotation and position
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-- local current_rotation = transform:GetRotation()
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-- 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})
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-- local current_position = transform:GetPosition()
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-- 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})
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end
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@ -2,12 +2,9 @@
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-- Math constants
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local MathConstants = {
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PI = 3.141592653589793,
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E = 2.718281828459045,
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TAU = 6.283185307179586, -- 2 * PI
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HALF_PI = 1.5707963267948966, -- PI / 2
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SQRT2 = 1.4142135623730951, -- Square root of 2
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LN2 = 0.6931471805599453 -- Natural log of 2
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PI = 3.14159,
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E = 2.71828,
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TAU = 6.28318 -- 2 * PI
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}
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-- Basic math functions
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@ -21,284 +18,40 @@ function MathFunctions.cube(x)
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return x * x * x
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end
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function MathFunctions.max(...)
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local args = {...}
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local maxVal = args[1]
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for i = 2, #args do
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if args[i] > maxVal then
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maxVal = args[i]
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end
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end
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return maxVal
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function MathFunctions.max(a, b)
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return (a > b) and a or b
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end
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function MathFunctions.min(...)
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local args = {...}
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local minVal = args[1]
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for i = 2, #args do
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if args[i] < minVal then
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minVal = args[i]
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end
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end
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return minVal
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function MathFunctions.min(a, b)
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return (a < b) and a or b
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end
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function MathFunctions.clamp(value, minValue, maxValue)
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return MathFunctions.max(minValue, MathFunctions.min(value, maxValue))
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end
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function MathFunctions.lerp(a, b, t)
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return a + (b - a) * t
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end
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function MathFunctions.is_close(a, b, tolerance)
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tolerance = tolerance or 1e-9
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return MathFunctions.abs(a - b) <= tolerance
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end
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-- Optimized absolute value function
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function MathFunctions.abs(x)
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return (x < 0) and -x or x
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if value < minValue then
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return minValue
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elseif value > maxValue then
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return maxValue
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else
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return value
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end
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end
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-- Trigonometric functions
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local TrigFunctions = {}
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-- Manual definitions of hyperbolic functions
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function TrigFunctions.sinh(x)
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return (math.exp(x) - math.exp(-x)) / 2
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function TrigFunctions.deg_to_rad(degrees)
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return degrees * (MathConstants.PI / 180)
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end
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function TrigFunctions.cosh(x)
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return (math.exp(x) + math.exp(-x)) / 2
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function TrigFunctions.rad_to_deg(radians)
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return radians * (180 / MathConstants.PI)
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end
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function TrigFunctions.tanh(x)
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return (math.exp(x) - math.exp(-x)) / (math.exp(x) + math.exp(-x))
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end
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function TrigFunctions.asinh(x)
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return math.log(x + math.sqrt(x * x + 1))
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end
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function TrigFunctions.acosh(x)
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return math.log(x + math.sqrt(x * x - 1))
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end
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function TrigFunctions.atanh(x)
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return 0.5 * math.log((1 + x) / (1 - x))
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end
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function TrigFunctions.sin(x)
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return math.sin(x)
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end
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function TrigFunctions.cos(x)
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return math.cos(x)
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end
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function TrigFunctions.tan(x)
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return math.tan(x)
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end
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function TrigFunctions.atan2(y, x)
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return math.atan2(y, x)
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end
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function TrigFunctions.hypot(x, y)
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return math.sqrt(x * x + y * y)
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end
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-- Angle normalization and utilities
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function TrigFunctions.normalize_angle_rad(angle)
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angle = angle % MathConstants.TAU
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if angle < 0 then
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angle = angle + MathConstants.TAU
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end
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return angle
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end
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function TrigFunctions.normalize_angle_pi(angle)
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angle = angle % MathConstants.TAU
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if angle <= -MathConstants.PI then
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angle = angle + MathConstants.TAU
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elseif angle > MathConstants.PI then
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angle = angle - MathConstants.TAU
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end
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return angle
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end
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-- Exponential and logarithmic functions
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local ExpFunctions = {}
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function ExpFunctions.exp(x)
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return math.exp(x)
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end
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function ExpFunctions.log(x, base)
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if base then
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return math.log(x) / math.log(base)
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end
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return math.log(x)
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end
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function ExpFunctions.pow(base, exponent)
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return base ^ exponent
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end
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function ExpFunctions.sqrt(x)
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return math.sqrt(x)
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end
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-- Random utility functions
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local RandomFunctions = {}
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function RandomFunctions.random(min, max)
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if min and max then
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return math.random() * (max - min) + min
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elseif min then
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return math.random() * min
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else
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return math.random()
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end
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end
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function RandomFunctions.random_int(min, max)
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return math.random(min, max)
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end
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-- Statistical functions
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local StatFunctions = {}
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-- Calculate the mean of a list of numbers
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function StatFunctions.mean(numbers)
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local sum = 0
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for _, num in ipairs(numbers) do
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sum = sum + num
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end
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return sum / #numbers
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end
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-- Calculate the median of a list of numbers
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function StatFunctions.median(numbers)
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table.sort(numbers)
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local n = #numbers
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if n % 2 == 1 then
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return numbers[math.ceil(n / 2)]
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else
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return (numbers[n / 2] + numbers[(n / 2) + 1]) / 2
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end
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end
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-- Calculate the mode of a list of numbers
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function StatFunctions.mode(numbers)
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local counts = {}
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local max_count = 0
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local mode_val = numbers[1]
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for _, num in ipairs(numbers) do
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counts[num] = (counts[num] or 0) + 1
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if counts[num] > max_count then
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max_count = counts[num]
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mode_val = num
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end
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end
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return mode_val
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end
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-- Calculate the variance of a list of numbers
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function StatFunctions.variance(numbers)
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local mean_val = StatFunctions.mean(numbers)
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local sum_sq_diff = 0
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for _, num in ipairs(numbers) do
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sum_sq_diff = sum_sq_diff + (num - mean_val) ^ 2
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end
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return sum_sq_diff / #numbers
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end
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-- Calculate the standard deviation of a list of numbers
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function StatFunctions.stddev(numbers)
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return math.sqrt(StatFunctions.variance(numbers))
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end
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-- Advanced mathematical functions
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local AdvancedMath = {}
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-- Calculate factorial of n
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function AdvancedMath.factorial(n)
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assert(n >= 0 and math.floor(n) == n, "Factorial is only defined for non-negative integers.")
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if n == 0 or n == 1 then
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return 1
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else
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return n * AdvancedMath.factorial(n - 1)
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end
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end
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-- Calculate permutations P(n, k)
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function AdvancedMath.permutation(n, k)
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assert(n >= 0 and k >= 0 and math.floor(n) == n and math.floor(k) == k, "Permutation requires non-negative integers.")
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if k > n then
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return 0
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end
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return AdvancedMath.factorial(n) / AdvancedMath.factorial(n - k)
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end
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-- Calculate combinations C(n, k)
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function AdvancedMath.combination(n, k)
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assert(n >= 0 and k >= 0 and math.floor(n) == n and math.floor(k) == k, "Combination requires non-negative integers.")
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if k > n then
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return 0
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||||
end
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return AdvancedMath.factorial(n) / (AdvancedMath.factorial(k) * AdvancedMath.factorial(n - k))
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end
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-- Calculate the Greatest Common Divisor using Euclidean algorithm
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||||
function AdvancedMath.gcd(a, b)
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a = math.abs(a)
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b = math.abs(b)
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while b ~= 0 do
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a, b = b, a % b
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end
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return a
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end
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||||
-- Calculate the Least Common Multiple
|
||||
function AdvancedMath.lcm(a, b)
|
||||
a = math.abs(a)
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b = math.abs(b)
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||||
if a == 0 or b == 0 then
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return 0
|
||||
end
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||||
return (a * b) / AdvancedMath.gcd(a, b)
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||||
end
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||||
|
||||
-- Numerical approximation of the derivative of a function f at point x
|
||||
function AdvancedMath.derivative(f, x, h)
|
||||
h = h or 1e-5
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||||
return (f(x + h) - f(x - h)) / (2 * h)
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||||
end
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||||
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||||
-- Numerical approximation of the integral of a function f from a to b using the trapezoidal rule
|
||||
function AdvancedMath.integral(f, a, b, n)
|
||||
n = n or 1000
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||||
local h = (b - a) / n
|
||||
local sum = 0.5 * (f(a) + f(b))
|
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for i = 1, n - 1 do
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sum = sum + f(a + i * h)
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||||
end
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||||
return sum * h
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||||
end
|
||||
|
||||
-- Statistical and Advanced Math Functions can be grouped similarly
|
||||
|
||||
-- Export the math module
|
||||
local Math = {
|
||||
constants = MathConstants,
|
||||
functions = MathFunctions,
|
||||
trig = TrigFunctions,
|
||||
exp = ExpFunctions,
|
||||
random = RandomFunctions,
|
||||
stats = StatFunctions,
|
||||
advanced = AdvancedMath
|
||||
trig = TrigFunctions
|
||||
}
|
||||
|
||||
return Math
|
||||
|
91
imgui.ini
91
imgui.ini
@ -18,7 +18,7 @@ DockId=0x00000002,0
|
||||
Pos=374,27
|
||||
Size=1212,770
|
||||
Collapsed=0
|
||||
DockId=0x0000001B,0
|
||||
DockId=0x0000000D,0
|
||||
|
||||
[Window][Performance]
|
||||
Pos=8,774
|
||||
@ -48,7 +48,7 @@ DockId=0x0000000B,0
|
||||
Pos=374,27
|
||||
Size=1202,849
|
||||
Collapsed=0
|
||||
DockId=0x0000001B,0
|
||||
DockId=0x0000000D,0
|
||||
|
||||
[Window][Lua Text Editor]
|
||||
Pos=8,481
|
||||
@ -62,101 +62,20 @@ Size=1202,569
|
||||
Collapsed=0
|
||||
DockId=0x0000000E,0
|
||||
|
||||
[Window][DockSpace##Dockspace]
|
||||
Size=1920,1177
|
||||
Collapsed=0
|
||||
|
||||
[Window][Inspector##InspectorWindow]
|
||||
Pos=1567,27
|
||||
Size=345,1142
|
||||
Collapsed=0
|
||||
DockId=0x00000016,0
|
||||
|
||||
[Window][Editor##EditorWindow]
|
||||
Pos=275,27
|
||||
Size=738,626
|
||||
Collapsed=0
|
||||
DockId=0x0000001B,0
|
||||
|
||||
[Window][Performance##performance]
|
||||
Pos=8,720
|
||||
Size=265,449
|
||||
Collapsed=0
|
||||
DockId=0x00000014,0
|
||||
|
||||
[Window][Logger##logger]
|
||||
Pos=805,655
|
||||
Size=760,514
|
||||
Collapsed=0
|
||||
DockId=0x0000001E,0
|
||||
|
||||
[Window][Lua Text Editor##LuaEditor]
|
||||
Pos=1015,27
|
||||
Size=550,626
|
||||
Collapsed=0
|
||||
DockId=0x0000001C,0
|
||||
|
||||
[Window][Scene Window@SceneWindow]
|
||||
Pos=8,27
|
||||
Size=301,722
|
||||
Collapsed=0
|
||||
DockId=0x0000000F,0
|
||||
|
||||
[Window][Scene Window##SceneWindow]
|
||||
Pos=8,27
|
||||
Size=265,691
|
||||
Collapsed=0
|
||||
DockId=0x00000013,0
|
||||
|
||||
[Window][Game Objects]
|
||||
Pos=182,27
|
||||
Size=301,571
|
||||
Collapsed=0
|
||||
DockId=0x0000001A,0
|
||||
|
||||
[Window][Profiler]
|
||||
Pos=275,655
|
||||
Size=528,514
|
||||
Collapsed=0
|
||||
DockId=0x0000001D,0
|
||||
|
||||
[Table][0xE9E836E4,4]
|
||||
Column 0 Weight=1.0000
|
||||
Column 1 Weight=1.0000
|
||||
Column 2 Weight=1.0000
|
||||
Column 3 Weight=1.0000
|
||||
|
||||
[Docking][Data]
|
||||
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DockNode ID=0x00000013 Parent=0x00000019 SizeRef=326,691 Selected=0x1D5D92B6
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DockNode ID=0x0000001A Parent=0x00000011 SizeRef=301,571 Selected=0xD71D2CC1
|
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DockNode ID=0x00000012 Parent=0x00000015 SizeRef=1290,1142 Split=X
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DockNode ID=0x00000009 Parent=0x00000012 SizeRef=364,1142 Split=Y Selected=0x3DC5AC3F
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DockNode ID=0x00000009 Parent=0x14621557 SizeRef=364,1142 Split=Y Selected=0x3DC5AC3F
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DockNode ID=0x00000005 Parent=0x00000009 SizeRef=364,745 Split=Y Selected=0x3DC5AC3F
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DockNode ID=0x0000000B Parent=0x00000005 SizeRef=364,452 HiddenTabBar=1 Selected=0x3DC5AC3F
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DockNode ID=0x0000000C Parent=0x00000005 SizeRef=364,291 Selected=0xAE3C694A
|
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DockNode ID=0x00000006 Parent=0x00000009 SizeRef=364,395 HiddenTabBar=1 Selected=0x726D8899
|
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DockNode ID=0x0000000A Parent=0x00000012 SizeRef=1538,1142 Split=X
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DockNode ID=0x0000000A Parent=0x14621557 SizeRef=1538,1142 Split=X
|
||||
DockNode ID=0x00000007 Parent=0x0000000A SizeRef=357,1142 Selected=0x7737E8B2
|
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DockNode ID=0x00000008 Parent=0x0000000A SizeRef=1545,1142 Split=X
|
||||
DockNode ID=0x00000001 Parent=0x00000008 SizeRef=1202,1142 Split=Y Selected=0xDF0EC458
|
||||
DockNode ID=0x00000003 Parent=0x00000001 SizeRef=1202,849 Split=Y Selected=0xDF0EC458
|
||||
DockNode ID=0x0000000D Parent=0x00000003 SizeRef=1202,571 Split=Y Selected=0xDFF75B3F
|
||||
DockNode ID=0x00000017 Parent=0x0000000D SizeRef=1303,626 Split=X Selected=0xDFF75B3F
|
||||
DockNode ID=0x0000001B Parent=0x00000017 SizeRef=738,626 CentralNode=1 Selected=0xDFF75B3F
|
||||
DockNode ID=0x0000001C Parent=0x00000017 SizeRef=550,626 Selected=0x7D9E6BA2
|
||||
DockNode ID=0x00000018 Parent=0x0000000D SizeRef=1303,514 Split=X Selected=0x9B5D3198
|
||||
DockNode ID=0x0000001D Parent=0x00000018 SizeRef=528,325 Selected=0x9B5D3198
|
||||
DockNode ID=0x0000001E Parent=0x00000018 SizeRef=760,325 Selected=0x1C0788A1
|
||||
DockNode ID=0x0000000D Parent=0x00000003 SizeRef=1202,571 CentralNode=1 Selected=0xDF0EC458
|
||||
DockNode ID=0x0000000E Parent=0x00000003 SizeRef=1202,569 Selected=0xE98146C5
|
||||
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|
||||
DockNode ID=0x00000002 Parent=0x00000008 SizeRef=334,1142 HiddenTabBar=1 Selected=0x36DC96AB
|
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|
||||
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
|
||||
|
||||
|
@ -2,113 +2,111 @@ Entities:
|
||||
- ID: 0
|
||||
Name: Player
|
||||
Components:
|
||||
Transform:
|
||||
Position: [0, 2.79999995, -12.6000004]
|
||||
Rotation: [128.988251, 128.988251, 128.988251]
|
||||
Scale: [1, 1, 1]
|
||||
Mesh:
|
||||
vao: 2
|
||||
indexCount: 15810
|
||||
textureID: 1
|
||||
MeshPath: assets/models/LowPolyFiatUNO.obj
|
||||
Transform:
|
||||
Position: [0, 2.79999995, -12.6000004]
|
||||
Rotation: [466.191284, 466.191284, 466.191284]
|
||||
Scale: [1, 1, 1]
|
||||
- ID: 2
|
||||
Name: Gun
|
||||
Components:
|
||||
ScriptComponent:
|
||||
ScriptPath: assets/scripts/BouncingItem.lua
|
||||
Transform:
|
||||
Position: [-0.899999976, 0.600000024, -0.300000012]
|
||||
Rotation: [203.563934, 203.563934, 203.563934]
|
||||
Scale: [0.00999999978, 0.00999999978, 0.00999999978]
|
||||
Mesh:
|
||||
vao: 5
|
||||
indexCount: 116445
|
||||
textureID: 6
|
||||
MeshPath: assets/models/Ak-47.obj
|
||||
Transform:
|
||||
Position: [-0.899999976, 0.727798522, -0.300000012]
|
||||
Rotation: [-180, 321.793457, 0]
|
||||
Scale: [0.00499999989, 0.00499999989, 0.00499999989]
|
||||
- ID: 3
|
||||
Name: Grass Box Top
|
||||
Components:
|
||||
Mesh:
|
||||
vao: 1
|
||||
indexCount: 36
|
||||
textureID: 4
|
||||
MeshPath: assets/models/DefaultMesh.obj
|
||||
Transform:
|
||||
Position: [-1.20000005, -3.4000001, -17.7000008]
|
||||
Rotation: [-23.5, 15.8999996, -59.9000015]
|
||||
Scale: [1, 1, 1]
|
||||
Mesh:
|
||||
vao: 6
|
||||
indexCount: 36
|
||||
textureID: 4
|
||||
MeshPath: assets/models/DefaultMesh.obj
|
||||
- ID: 4
|
||||
Name: Bark Box
|
||||
Components:
|
||||
Mesh:
|
||||
vao: 1
|
||||
indexCount: 36
|
||||
textureID: 5
|
||||
MeshPath: assets/models/DefaultMesh.obj
|
||||
Transform:
|
||||
Position: [8.10000038, 0.800000012, -12]
|
||||
Rotation: [-17.2999992, -16.1000004, -19.2999992]
|
||||
Scale: [1, 1, 1]
|
||||
Mesh:
|
||||
vao: 6
|
||||
indexCount: 36
|
||||
textureID: 5
|
||||
MeshPath: assets/models/DefaultMesh.obj
|
||||
- ID: 5
|
||||
Name: Skybox
|
||||
Components:
|
||||
Mesh:
|
||||
vao: 6
|
||||
indexCount: 36
|
||||
textureID: 7
|
||||
MeshPath: assets/models/DefaultMesh.obj
|
||||
Transform:
|
||||
Position: [0, 0, 43.2000008]
|
||||
Rotation: [0, 0, 0]
|
||||
Scale: [100, 100, 100]
|
||||
Mesh:
|
||||
vao: 1
|
||||
indexCount: 36
|
||||
textureID: 7
|
||||
MeshPath: assets/models/DefaultMesh.obj
|
||||
- ID: 6
|
||||
Name: Null Texture Box
|
||||
Components:
|
||||
Mesh:
|
||||
vao: 1
|
||||
indexCount: 36
|
||||
textureID: 3
|
||||
MeshPath: assets/models/DefaultMesh.obj
|
||||
Transform:
|
||||
Position: [-6.5, -6, -18]
|
||||
Rotation: [15.8000002, -18.2000008, -11.1000004]
|
||||
Scale: [1, 1, 1]
|
||||
Mesh:
|
||||
vao: 6
|
||||
indexCount: 36
|
||||
textureID: 3
|
||||
MeshPath: assets/models/DefaultMesh.obj
|
||||
- ID: 7
|
||||
Name: Grass Box Bottom
|
||||
Components:
|
||||
Mesh:
|
||||
vao: 1
|
||||
indexCount: 36
|
||||
textureID: 4
|
||||
MeshPath: assets/models/DefaultMesh.obj
|
||||
Transform:
|
||||
Position: [6.5999999, 1.79999995, -23.8999996]
|
||||
Rotation: [-16.1000004, -15.8999996, -35]
|
||||
Scale: [1, 1, 1]
|
||||
Mesh:
|
||||
vao: 6
|
||||
indexCount: 36
|
||||
textureID: 4
|
||||
MeshPath: assets/models/DefaultMesh.obj
|
||||
- ID: 8
|
||||
Name: Wood Box
|
||||
Components:
|
||||
Mesh:
|
||||
vao: 1
|
||||
indexCount: 36
|
||||
textureID: 1
|
||||
MeshPath: assets/models/DefaultMesh.obj
|
||||
Transform:
|
||||
Position: [-7.80000019, 0.200000003, -29.7999992]
|
||||
Rotation: [22.2999992, -32.7999992, 0]
|
||||
Scale: [1, 1, 1]
|
||||
Mesh:
|
||||
vao: 6
|
||||
indexCount: 36
|
||||
textureID: 1
|
||||
MeshPath: assets/models/DefaultMesh.obj
|
||||
- ID: 9
|
||||
Name: Bricks
|
||||
Components:
|
||||
Mesh:
|
||||
vao: 1
|
||||
indexCount: 36
|
||||
textureID: 2
|
||||
MeshPath: assets/models/DefaultMesh.obj
|
||||
Transform:
|
||||
Position: [5.5, -2.9000001, -19.5]
|
||||
Rotation: [-41.4000015, -22.6000004, -52.2999992]
|
||||
Scale: [1, 1, 1]
|
||||
Mesh:
|
||||
vao: 6
|
||||
indexCount: 36
|
||||
textureID: 2
|
||||
MeshPath: assets/models/DefaultMesh.obj
|
||||
- ID: 10
|
||||
Name: Script Handler
|
||||
Components:
|
||||
|
@ -1,172 +0,0 @@
|
||||
// CameraComponent.cpp
|
||||
|
||||
#include "CameraComponent.h"
|
||||
#include "GameObject.h" // Ensure this is included to access GameObject
|
||||
#include "Transform.h" // Ensure Transform component is available
|
||||
#include <iostream>
|
||||
|
||||
// Constructor implementation
|
||||
CameraComponent::CameraComponent() :
|
||||
m_IsPerspective(true),
|
||||
m_FOV(45.0f), m_AspectRatio(16.0f / 9.0f),
|
||||
m_NearPlane(0.1f), m_FarPlane(100.0f),
|
||||
m_Left(-1.0f), m_Right(1.0f), m_Bottom(-1.0f), m_Top(1.0f),
|
||||
m_ViewMatrix(1.0f), m_ProjectionMatrix(1.0f)
|
||||
{
|
||||
UpdateProjectionMatrix();
|
||||
}
|
||||
|
||||
CameraComponent::~CameraComponent()
|
||||
{
|
||||
// Cleanup if necessary
|
||||
}
|
||||
|
||||
const std::string &CameraComponent::GetName() const
|
||||
{
|
||||
static const std::string name = "CameraComponent";
|
||||
return name;
|
||||
}
|
||||
|
||||
const std::string &CameraComponent::GetStaticName()
|
||||
{
|
||||
static const std::string name = "CameraComponent";
|
||||
return name;
|
||||
}
|
||||
|
||||
|
||||
|
||||
YAML::Node CameraComponent::Serialize()
|
||||
{
|
||||
YAML::Node node;
|
||||
node["IsPerspective"] = m_IsPerspective;
|
||||
if (m_IsPerspective)
|
||||
{
|
||||
node["FOV"] = m_FOV;
|
||||
node["AspectRatio"] = m_AspectRatio;
|
||||
node["NearPlane"] = m_NearPlane;
|
||||
node["FarPlane"] = m_FarPlane;
|
||||
}
|
||||
else
|
||||
{
|
||||
node["Left"] = m_Left;
|
||||
node["Right"] = m_Right;
|
||||
node["Bottom"] = m_Bottom;
|
||||
node["Top"] = m_Top;
|
||||
node["NearPlane"] = m_NearPlane;
|
||||
node["FarPlane"] = m_FarPlane;
|
||||
}
|
||||
return node;
|
||||
}
|
||||
|
||||
void CameraComponent::Deserialize(const YAML::Node &node)
|
||||
{
|
||||
if (node["IsPerspective"])
|
||||
{
|
||||
m_IsPerspective = node["IsPerspective"].as<bool>();
|
||||
}
|
||||
|
||||
if (m_IsPerspective)
|
||||
{
|
||||
if (node["FOV"])
|
||||
m_FOV = node["FOV"].as<float>();
|
||||
if (node["AspectRatio"])
|
||||
m_AspectRatio = node["AspectRatio"].as<float>();
|
||||
if (node["NearPlane"])
|
||||
m_NearPlane = node["NearPlane"].as<float>();
|
||||
if (node["FarPlane"])
|
||||
m_FarPlane = node["FarPlane"].as<float>();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (node["Left"])
|
||||
m_Left = node["Left"].as<float>();
|
||||
if (node["Right"])
|
||||
m_Right = node["Right"].as<float>();
|
||||
if (node["Bottom"])
|
||||
m_Bottom = node["Bottom"].as<float>();
|
||||
if (node["Top"])
|
||||
m_Top = node["Top"].as<float>();
|
||||
if (node["NearPlane"])
|
||||
m_NearPlane = node["NearPlane"].as<float>();
|
||||
if (node["FarPlane"])
|
||||
m_FarPlane = node["FarPlane"].as<float>();
|
||||
}
|
||||
|
||||
UpdateProjectionMatrix();
|
||||
UpdateViewMatrix();
|
||||
}
|
||||
|
||||
void CameraComponent::SetPerspective(float fov, float aspectRatio, float nearPlane, float farPlane)
|
||||
{
|
||||
m_IsPerspective = true;
|
||||
m_FOV = fov;
|
||||
m_AspectRatio = aspectRatio;
|
||||
m_NearPlane = nearPlane;
|
||||
m_FarPlane = farPlane;
|
||||
UpdateProjectionMatrix();
|
||||
}
|
||||
|
||||
void CameraComponent::SetOrthographic(float left, float right, float bottom, float top, float nearPlane, float farPlane)
|
||||
{
|
||||
m_IsPerspective = false;
|
||||
m_Left = left;
|
||||
m_Right = right;
|
||||
m_Bottom = bottom;
|
||||
m_Top = top;
|
||||
m_NearPlane = nearPlane;
|
||||
m_FarPlane = farPlane;
|
||||
UpdateProjectionMatrix();
|
||||
}
|
||||
|
||||
const glm::mat4 &CameraComponent::GetViewMatrix() const
|
||||
{
|
||||
return m_ViewMatrix;
|
||||
}
|
||||
|
||||
const glm::mat4 &CameraComponent::GetProjectionMatrix() const
|
||||
{
|
||||
return m_ProjectionMatrix;
|
||||
}
|
||||
|
||||
void CameraComponent::UpdateViewMatrix()
|
||||
{
|
||||
// Retrieve the Transform component from the owning GameObject
|
||||
std::shared_ptr<TransformComponent> transform = owner->GetComponent<TransformComponent>();
|
||||
|
||||
if (transform)
|
||||
{
|
||||
glm::vec3 position = transform->GetPosition();
|
||||
glm::vec3 rotation = transform->GetRotation();
|
||||
|
||||
// Convert Euler angles to radians
|
||||
glm::vec3 rotRad = glm::radians(rotation);
|
||||
|
||||
// Calculate forward vector
|
||||
glm::vec3 forward;
|
||||
forward.x = cos(rotRad.y) * cos(rotRad.x);
|
||||
forward.y = sin(rotRad.x);
|
||||
forward.z = sin(rotRad.y) * cos(rotRad.x);
|
||||
forward = glm::normalize(forward);
|
||||
|
||||
// Define up vector (assuming Y-up)
|
||||
glm::vec3 up = glm::vec3(0.0f, 1.0f, 0.0f);
|
||||
|
||||
m_ViewMatrix = glm::lookAt(position, position + forward, up);
|
||||
}
|
||||
else
|
||||
{
|
||||
std::cerr << "Transform component missing on GameObject: " << m_Owner->name << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void CameraComponent::UpdateProjectionMatrix()
|
||||
{
|
||||
if (m_IsPerspective)
|
||||
{
|
||||
m_ProjectionMatrix = glm::perspective(glm::radians(m_FOV), m_AspectRatio, m_NearPlane, m_FarPlane);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_ProjectionMatrix = glm::ortho(m_Left, m_Right, m_Bottom, m_Top, m_NearPlane, m_FarPlane);
|
||||
}
|
||||
}
|
@ -1,56 +0,0 @@
|
||||
// CameraComponent.h
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Component.h"
|
||||
#include "GameObject.h"
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include <yaml-cpp/yaml.h>
|
||||
|
||||
class CameraComponent : public Component
|
||||
{
|
||||
public:
|
||||
// Updated constructor to accept GameObject*
|
||||
CameraComponent();
|
||||
virtual ~CameraComponent();
|
||||
|
||||
// Overridden methods from Component
|
||||
virtual const std::string& GetName() const override;
|
||||
|
||||
static const std::string& GetStaticName();
|
||||
|
||||
virtual YAML::Node Serialize() override;
|
||||
virtual void Deserialize(const YAML::Node& node) override;
|
||||
|
||||
// Camera-specific methods
|
||||
void SetPerspective(float fov, float aspectRatio, float nearPlane, float farPlane);
|
||||
void SetOrthographic(float left, float right, float bottom, float top, float nearPlane, float farPlane);
|
||||
const glm::mat4& GetViewMatrix() const;
|
||||
const glm::mat4& GetProjectionMatrix() const;
|
||||
|
||||
private:
|
||||
// Projection parameters
|
||||
bool m_IsPerspective;
|
||||
float m_FOV;
|
||||
float m_AspectRatio;
|
||||
float m_NearPlane;
|
||||
float m_FarPlane;
|
||||
|
||||
float m_Left;
|
||||
float m_Right;
|
||||
float m_Bottom;
|
||||
float m_Top;
|
||||
|
||||
// Matrices
|
||||
glm::mat4 m_ViewMatrix;
|
||||
glm::mat4 m_ProjectionMatrix;
|
||||
|
||||
GameObject* owner;
|
||||
|
||||
|
||||
|
||||
// Update matrices
|
||||
void UpdateViewMatrix();
|
||||
void UpdateProjectionMatrix();
|
||||
};
|
@ -1,38 +1,16 @@
|
||||
#pragma once
|
||||
|
||||
// Component.h
|
||||
|
||||
#include <string>
|
||||
#include <yaml-cpp/yaml.h>
|
||||
|
||||
// Forward declaration to avoid circular dependency
|
||||
class GameObject;
|
||||
|
||||
class Component
|
||||
{
|
||||
public:
|
||||
// Constructor accepting a pointer to the owning GameObject
|
||||
Component() {}
|
||||
|
||||
// Virtual destructor
|
||||
virtual ~Component() {}
|
||||
|
||||
// Pure virtual methods
|
||||
virtual const std::string& GetName() const = 0;
|
||||
|
||||
void SetOwner(GameObject* owner) {
|
||||
|
||||
m_Owner = owner;
|
||||
|
||||
}
|
||||
|
||||
// Serialization methods
|
||||
virtual YAML::Node Serialize() = 0;
|
||||
virtual void Deserialize(const YAML::Node& node) = 0;
|
||||
|
||||
// Getter for the owning GameObject
|
||||
GameObject* GetOwner() const { return m_Owner; }
|
||||
|
||||
protected:
|
||||
GameObject* m_Owner; // Pointer to the owning GameObject
|
||||
};
|
@ -27,7 +27,6 @@ std::string GameObject::GetName() const
|
||||
|
||||
void GameObject::AddComponent(const std::shared_ptr<Component> &component)
|
||||
{
|
||||
component->SetOwner(this);
|
||||
components[component->GetName()] = component;
|
||||
// std::cout << "Added " << component->GetName() << std::endl;
|
||||
}
|
||||
|
@ -14,9 +14,8 @@ const std::string ScriptComponent::name = "ScriptComponent";
|
||||
|
||||
|
||||
ScriptComponent::ScriptComponent()
|
||||
: ScriptPath("assets/scripts/script.lua"), m_LastErrorMessage("")
|
||||
: ScriptPath(""), m_LastErrorMessage("")
|
||||
{
|
||||
|
||||
Initialize();
|
||||
}
|
||||
|
||||
|
@ -22,9 +22,6 @@
|
||||
#include "Windows/InspectorWindow.h"
|
||||
#include "Windows/SceneWindow.h"
|
||||
|
||||
#include "Windows/ProfilerWindow.h"
|
||||
|
||||
|
||||
|
||||
// Create an instance
|
||||
|
||||
@ -33,10 +30,6 @@
|
||||
#include "Engine/ThemeManager.h"
|
||||
#include "Engine/SceneManager.h"
|
||||
#include "Engine/LuaAPI.h"
|
||||
#include "Engine/Utilitys.h"
|
||||
|
||||
#include "Engine/ScopedTimer.h"
|
||||
#include "Engine/Profiler.h"
|
||||
|
||||
// #define YAML_CPP_STATIC_DEFINE
|
||||
#include <yaml-cpp/yaml.h>
|
||||
@ -49,13 +42,16 @@ LoggerWindow *g_LoggerWindow;
|
||||
|
||||
SceneManager g_SceneManager;
|
||||
|
||||
|
||||
std::vector<std::shared_ptr<GameObject>> g_GameObjects;
|
||||
|
||||
int g_GPU_Triangles_drawn_to_screen = 0;
|
||||
|
||||
GameObject *g_SelectedObject; // Pointer to the currently selected object
|
||||
|
||||
int m_GameRunning = 0;
|
||||
|
||||
|
||||
|
||||
|
||||
bool MyEngine::Init(int width, int height, const std::string &title)
|
||||
{
|
||||
@ -120,10 +116,7 @@ bool MyEngine::Init(int width, int height, const std::string &title)
|
||||
m_InspectorWindow = std::make_unique<InspectorWindow>();
|
||||
m_SceneWindow = std::make_unique<SceneWindow>();
|
||||
m_luaEditor = std::make_unique<LuaEditorWindow>();
|
||||
m_profilerWindow = std::make_unique<ProfilerWindow>();
|
||||
|
||||
m_GameRunning = false;
|
||||
m_FirstTickGameRunning = true;
|
||||
|
||||
g_LoggerWindow = m_LoggerWindow.get();
|
||||
|
||||
@ -167,7 +160,7 @@ void MyEngine::Run()
|
||||
if (mesh)
|
||||
{
|
||||
// printf("Got Valid Mesh Component\n");
|
||||
Model *model = g_AssetManager.loadAsset<Model *>(AssetType::MODEL, "assets/models/DefaultMesh.obj");
|
||||
Model * model = g_AssetManager.loadAsset<Model *>(AssetType::MODEL, "assets/models/DefaultCube.obj");
|
||||
mesh->vao = model->vao;
|
||||
mesh->indexCount = model->indices.size();
|
||||
mesh->textureID = g_AssetManager.loadAsset<GLuint>(AssetType::TEXTURE, "assets/textures/wood.png");
|
||||
@ -197,6 +190,7 @@ void MyEngine::Run()
|
||||
g_AssetManager.loadAsset<GLuint>(AssetType::TEXTURE, "assets/textures/vegetation_tree_bark_40.png");
|
||||
g_AssetManager.loadAsset<GLuint>(AssetType::TEXTURE, "assets/textures/ak-47.jpg");
|
||||
|
||||
|
||||
g_AssetManager.loadAsset<GLuint>(AssetType::TEXTURE, "assets/textures/sky.png");
|
||||
|
||||
// Load a model
|
||||
@ -229,13 +223,8 @@ void MyEngine::Run()
|
||||
|
||||
while (!glfwWindowShouldClose(m_Window) && m_Running)
|
||||
{
|
||||
ScopedTimer frameTimer("MainLoop"); // Optional: Profile the entire loop
|
||||
|
||||
// Poll events
|
||||
{
|
||||
ScopedTimer timer("glfwPollEvents");
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
// Calculate current time
|
||||
double current_time = glfwGetTime();
|
||||
@ -262,75 +251,43 @@ void MyEngine::Run()
|
||||
// Start new frame
|
||||
BeginFrame();
|
||||
|
||||
if (m_FirstTickGameRunning && m_GameRunning)
|
||||
{
|
||||
ScopedTimer timer("SaveScene");
|
||||
m_FirstTickGameRunning = false;
|
||||
|
||||
std::string savePath = createTempFolder().string() + "TesseractEngineTempScene.scene";
|
||||
DEBUG_PRINT("Save path: %s", savePath.c_str());
|
||||
g_SceneManager.SaveScene(g_GameObjects, savePath);
|
||||
}
|
||||
|
||||
if (!m_FirstTickGameRunning && !m_GameRunning)
|
||||
{
|
||||
ScopedTimer timer("LoadScene");
|
||||
m_FirstTickGameRunning = true;
|
||||
|
||||
std::string loadPath = createTempFolder().string() + "TesseractEngineTempScene.scene";
|
||||
|
||||
DEBUG_PRINT("Load path: %s", loadPath.c_str());
|
||||
|
||||
g_SceneManager.LoadScene(g_GameObjects, loadPath);
|
||||
}
|
||||
|
||||
// Show main DockSpace
|
||||
ShowDockSpace();
|
||||
|
||||
if (m_GameRunning)
|
||||
m_InspectorWindow->Show();
|
||||
|
||||
if (1)
|
||||
{
|
||||
ScopedTimer timer("UpdateGameObjects");
|
||||
for (auto &Gameobject : g_GameObjects)
|
||||
{
|
||||
|
||||
// Handle Components That Require Updates
|
||||
// Handle Componenets That require Updates
|
||||
|
||||
std::shared_ptr<ScriptComponent> script = Gameobject->GetComponent<ScriptComponent>();
|
||||
if (script)
|
||||
{ // Null Checks
|
||||
ScopedTimer timer("GameObjectLuaCall: "+Gameobject->name);
|
||||
|
||||
{ // Stupid Null Checks
|
||||
script->Update(frame_delta);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Render and show various windows
|
||||
{
|
||||
ScopedTimer timer("RenderGame");
|
||||
// Pass per-frame delta time to Lua
|
||||
|
||||
m_RenderWindow->Show(&m_GameRunning); // The spinning triangle as ImGui::Image
|
||||
m_RenderWindow->Show(); // The spinning triangle as ImGui::Image
|
||||
|
||||
}
|
||||
{
|
||||
ScopedTimer timer("ShowEditor");
|
||||
|
||||
m_InspectorWindow->Show();
|
||||
m_PerformanceWindow->Show(m_Fps, m_Ms); // FPS & ms
|
||||
m_LoggerWindow->Show(); // Logs
|
||||
m_SceneWindow->Show();
|
||||
m_luaEditor->Show();
|
||||
|
||||
m_profilerWindow->Show();
|
||||
}
|
||||
m_LoggerWindow->Show(); // Logs
|
||||
|
||||
m_SceneWindow->Show();
|
||||
|
||||
m_luaEditor->Show();
|
||||
|
||||
// After rendering
|
||||
m_PerformanceWindow->UpdatePerformanceStats(-1, g_GPU_Triangles_drawn_to_screen);
|
||||
|
||||
// End frame
|
||||
EndFrame();
|
||||
|
||||
// Mark the end of frame for profiling
|
||||
Profiler::Get().EndFrame();
|
||||
}
|
||||
|
||||
DEBUG_PRINT("[OK] Engine Run ");
|
||||
@ -441,17 +398,6 @@ void MyEngine::ShowDockSpace()
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
if (ImGui::BeginMenu("Engine"))
|
||||
{
|
||||
|
||||
if (ImGui::MenuItem(m_GameRunning ? "Stop" : "Start"))
|
||||
{
|
||||
m_GameRunning = !m_GameRunning; // Stop the engine
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
ImGui::EndMenuBar();
|
||||
}
|
||||
|
||||
|
@ -1,7 +1,6 @@
|
||||
// src/Engine.h
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <memory>
|
||||
#include "Windows/RenderWindow.h"
|
||||
@ -10,7 +9,6 @@
|
||||
#include "Windows/InspectorWindow.h"
|
||||
#include "Windows/SceneWindow.h"
|
||||
#include "Windows/LuaEditorWindow.h"
|
||||
#include "Windows/ProfilerWindow.h"
|
||||
|
||||
#include "Componenets/GameObject.h"
|
||||
#include "Componenets/Mesh.h"
|
||||
@ -20,7 +18,6 @@
|
||||
#include "Engine/ThemeManager.h"
|
||||
#include "Engine/SceneManager.h"
|
||||
#include "Engine/LuaAPI.h"
|
||||
#include "Engine/Utilitys.h"
|
||||
|
||||
#include "TestModel.h"
|
||||
|
||||
@ -46,9 +43,6 @@ private:
|
||||
private:
|
||||
GLFWwindow *m_Window = nullptr;
|
||||
bool m_Running = false;
|
||||
bool m_GameRunning = false;
|
||||
|
||||
bool m_FirstTickGameRunning = true;
|
||||
|
||||
// Windows
|
||||
std::unique_ptr<RenderWindow> m_RenderWindow;
|
||||
@ -58,8 +52,6 @@ private:
|
||||
std::unique_ptr<SceneWindow> m_SceneWindow;
|
||||
std::unique_ptr<LuaEditorWindow> m_luaEditor;
|
||||
|
||||
std::unique_ptr<ProfilerWindow> m_profilerWindow;
|
||||
|
||||
double m_LastFrameTime = 0.0; // Initialize with the current time
|
||||
double m_TimeAccumulator = 0.0;
|
||||
|
||||
|
@ -56,6 +56,13 @@ public:
|
||||
|
||||
using AssetVariant = std::variant<GLuint, Shader *, std::string, Model *>;
|
||||
|
||||
// Load an asset from disk (texture, shader, etc.)
|
||||
// Returns a void* pointer to the loaded resource.
|
||||
// - For TEXTURE, cast to (GLuint)
|
||||
// - For SHADER, cast to (Shader*)
|
||||
// - For SOUND, cast to whatever you store
|
||||
|
||||
// Template function to load an asset
|
||||
// Template function to load an asset
|
||||
template <typename T>
|
||||
T loadAsset(AssetType type, const std::string &path)
|
||||
|
@ -142,7 +142,6 @@ bool LuaManager::Initialize(const std::string &scriptPath)
|
||||
// Update function called every frame
|
||||
void LuaManager::Update(float deltaTime)
|
||||
{
|
||||
|
||||
if (!m_LuaState)
|
||||
{
|
||||
if (g_LoggerWindow)
|
||||
|
@ -1,47 +0,0 @@
|
||||
// Profiler.h
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <unordered_map>
|
||||
#include <mutex>
|
||||
|
||||
struct ProfileResult {
|
||||
double TotalTime; // Total time in microseconds
|
||||
int CallCount;
|
||||
};
|
||||
|
||||
class Profiler {
|
||||
public:
|
||||
static Profiler& Get() {
|
||||
static Profiler instance;
|
||||
return instance;
|
||||
}
|
||||
|
||||
void AddProfileResult(const std::string& name, double time) {
|
||||
std::lock_guard<std::mutex> lock(m_Mutex);
|
||||
auto& result = m_ProfileData[name];
|
||||
result.TotalTime += time;
|
||||
result.CallCount += 1;
|
||||
}
|
||||
|
||||
// Call this at the end of each frame to prepare data for display
|
||||
void EndFrame() {
|
||||
std::lock_guard<std::mutex> lock(m_Mutex);
|
||||
m_LastFrameData = m_ProfileData;
|
||||
m_ProfileData.clear();
|
||||
}
|
||||
|
||||
const std::unordered_map<std::string, ProfileResult>& GetLastFrameData() const {
|
||||
return m_LastFrameData;
|
||||
}
|
||||
|
||||
private:
|
||||
Profiler() {}
|
||||
~Profiler() {}
|
||||
Profiler(const Profiler&) = delete;
|
||||
Profiler& operator=(const Profiler&) = delete;
|
||||
|
||||
std::unordered_map<std::string, ProfileResult> m_ProfileData;
|
||||
std::unordered_map<std::string, ProfileResult> m_LastFrameData;
|
||||
mutable std::mutex m_Mutex;
|
||||
};
|
@ -1,12 +0,0 @@
|
||||
// ScopedTimer.cpp
|
||||
#include "ScopedTimer.h"
|
||||
#include "Profiler.h"
|
||||
|
||||
ScopedTimer::ScopedTimer(const std::string& name)
|
||||
: m_Name(name), m_StartTime(std::chrono::high_resolution_clock::now()) {}
|
||||
|
||||
ScopedTimer::~ScopedTimer() {
|
||||
auto endTime = std::chrono::high_resolution_clock::now();
|
||||
double duration = std::chrono::duration<double, std::micro>(endTime - m_StartTime).count(); // Duration in microseconds
|
||||
Profiler::Get().AddProfileResult(m_Name, duration);
|
||||
}
|
@ -1,17 +0,0 @@
|
||||
// ScopedTimer.h
|
||||
#pragma once
|
||||
|
||||
#include <string>
|
||||
#include <chrono>
|
||||
|
||||
class Profiler; // Forward declaration
|
||||
|
||||
class ScopedTimer {
|
||||
public:
|
||||
ScopedTimer(const std::string& name);
|
||||
~ScopedTimer();
|
||||
|
||||
private:
|
||||
std::string m_Name;
|
||||
std::chrono::high_resolution_clock::time_point m_StartTime;
|
||||
};
|
@ -1,58 +0,0 @@
|
||||
#include <iostream>
|
||||
#include <filesystem>
|
||||
#include <string>
|
||||
#include <random>
|
||||
#include <chrono>
|
||||
|
||||
namespace fs = std::filesystem;
|
||||
|
||||
/**
|
||||
* @brief Creates a unique temporary folder in the user's temp directory.
|
||||
*
|
||||
* This function generates a unique folder name using a combination of a prefix
|
||||
* and random characters. If the folder already exists, it returns the existing path.
|
||||
*
|
||||
* @return fs::path The path to the created or existing temporary folder.
|
||||
* @throws fs::filesystem_error if directory creation fails.
|
||||
*/
|
||||
std::filesystem::path createTempFolder() {
|
||||
const std::string folder_name = "temp_tesseract_fixed";
|
||||
|
||||
// Get the system's temporary directory
|
||||
fs::path temp_dir = fs::temp_directory_path();
|
||||
|
||||
// Define the fixed folder path
|
||||
fs::path fixed_folder = temp_dir / folder_name;
|
||||
|
||||
// Check if the folder exists
|
||||
if (fs::exists(fixed_folder)) {
|
||||
if (fs::is_directory(fixed_folder)) {
|
||||
// Folder already exists; return its path
|
||||
return fixed_folder;
|
||||
} else {
|
||||
// A file with the same name exists; handle the conflict
|
||||
throw fs::filesystem_error("A file with the fixed folder name exists.",
|
||||
fixed_folder,
|
||||
std::error_code());
|
||||
}
|
||||
}
|
||||
|
||||
// Attempt to create the directory
|
||||
try {
|
||||
if (fs::create_directory(fixed_folder)) {
|
||||
// Successfully created the folder
|
||||
return fixed_folder;
|
||||
} else {
|
||||
// Failed to create the folder for an unknown reason
|
||||
throw fs::filesystem_error("Failed to create the fixed temporary folder.",
|
||||
fixed_folder,
|
||||
std::error_code());
|
||||
}
|
||||
} catch (const fs::filesystem_error& e) {
|
||||
// Handle filesystem errors (e.g., permission issues)
|
||||
std::cerr << "Error creating directory: " << e.what() << '\n';
|
||||
throw; // Re-throw the exception after logging
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1,7 +0,0 @@
|
||||
#include <filesystem>
|
||||
#include <string>
|
||||
|
||||
|
||||
|
||||
std::filesystem::path createTempFolder();
|
||||
|
@ -18,7 +18,7 @@ void InspectorWindow::Show()
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(6, 4));
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(10, 10));
|
||||
|
||||
if (ImGui::Begin("Inspector##InspectorWindow"))
|
||||
if (ImGui::Begin("Inspector"))
|
||||
{
|
||||
// Title label (white text)
|
||||
if (g_SelectedObject)
|
||||
@ -34,6 +34,8 @@ void InspectorWindow::Show()
|
||||
ImGui::Text("Editing Object: %s", g_SelectedObject->name.c_str());
|
||||
ImGui::Text("Components: %d", g_SelectedObject->GetComponentCount());
|
||||
|
||||
ImGui::Spacing();
|
||||
ImGui::Separator();
|
||||
ImGui::Spacing();
|
||||
|
||||
// Begin two-column layout for labels and inputs
|
||||
@ -67,93 +69,9 @@ void InspectorWindow::Show()
|
||||
// End columns
|
||||
ImGui::Columns(1);
|
||||
|
||||
ImGui::Spacing();
|
||||
ImGui::Separator();
|
||||
|
||||
// ===========================
|
||||
// 2) ADD COMPONENT SECTION
|
||||
// ===========================
|
||||
|
||||
|
||||
ImGui::Text("Add Component:");
|
||||
ImGui::SameLine();
|
||||
|
||||
// Define available components to add
|
||||
static int selectedComponent = 0;
|
||||
const char *componentOptions[] = {"Transform", "Mesh", "Script", "Camera"};
|
||||
const int componentCount = sizeof(componentOptions) / sizeof(componentOptions[0]);
|
||||
|
||||
// Create a Combo Box for component selection
|
||||
|
||||
ImGui::Combo("##ComponentCombo", &selectedComponent, componentOptions, componentCount);
|
||||
|
||||
// Add Button to add the selected component
|
||||
if (ImGui::Button("Add"))
|
||||
{
|
||||
if (selectedComponent == 0) // TransformComponent
|
||||
{
|
||||
// Check if TransformComponent already exists to prevent duplicates
|
||||
std::shared_ptr<TransformComponent> existingTransform = g_SelectedObject->GetComponent<TransformComponent>();
|
||||
if (!existingTransform)
|
||||
{
|
||||
g_SelectedObject->AddComponent(std::make_shared<TransformComponent>());
|
||||
g_LoggerWindow->AddLog("TransformComponent added to %s.", g_SelectedObject->name.c_str());
|
||||
}
|
||||
else
|
||||
{
|
||||
g_LoggerWindow->AddLog("TransformComponent already exists on %s.", g_SelectedObject->name.c_str());
|
||||
}
|
||||
}
|
||||
else if (selectedComponent == 1) // MeshComponent
|
||||
{
|
||||
// Check if MeshComponent already exists to prevent duplicates
|
||||
std::shared_ptr<MeshComponent> existingMesh = g_SelectedObject->GetComponent<MeshComponent>();
|
||||
if (!existingMesh)
|
||||
{
|
||||
g_SelectedObject->AddComponent(std::make_shared<MeshComponent>());
|
||||
g_LoggerWindow->AddLog("MeshComponent added to %s.", g_SelectedObject->name.c_str());
|
||||
}
|
||||
else
|
||||
{
|
||||
g_LoggerWindow->AddLog("MeshComponent already exists on %s.", g_SelectedObject->name.c_str());
|
||||
}
|
||||
}
|
||||
else if (selectedComponent == 2) // ScriptComponent
|
||||
{
|
||||
// Check if ScriptComponent already exists to prevent duplicates
|
||||
std::shared_ptr<ScriptComponent> existingScript = g_SelectedObject->GetComponent<ScriptComponent>();
|
||||
if (!existingScript)
|
||||
{
|
||||
g_SelectedObject->AddComponent(std::make_shared<ScriptComponent>());
|
||||
g_LoggerWindow->AddLog("ScriptComponent added to %s.", g_SelectedObject->name.c_str());
|
||||
}
|
||||
else
|
||||
{
|
||||
g_LoggerWindow->AddLog("ScriptComponent already exists on %s.", g_SelectedObject->name.c_str());
|
||||
}
|
||||
}
|
||||
else if (selectedComponent == 3) // CameraComponent
|
||||
{
|
||||
// Check if CameraComponent already exists to prevent duplicates
|
||||
std::shared_ptr<CameraComponent> existingCamera = g_SelectedObject->GetComponent<CameraComponent>();
|
||||
if (!existingCamera)
|
||||
{
|
||||
g_SelectedObject->AddComponent(std::make_shared<CameraComponent>());
|
||||
g_LoggerWindow->AddLog("CameraComponent added to %s.", g_SelectedObject->name.c_str());
|
||||
}
|
||||
else
|
||||
{
|
||||
g_LoggerWindow->AddLog("CameraComponent already exists on %s.", g_SelectedObject->name.c_str());
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Handle unknown selections if necessary
|
||||
g_LoggerWindow->AddLog("Unknown component selection.");
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
ImGui::Spacing();
|
||||
|
||||
// ===========================
|
||||
// 1) TRANSFORM
|
||||
@ -426,6 +344,7 @@ void InspectorWindow::Show()
|
||||
|
||||
if (script && g_SelectedObject)
|
||||
{
|
||||
|
||||
// Transform* transform = &g_SelectedObject->transform;
|
||||
|
||||
ImGui::PushStyleColor(ImGuiCol_Text, ImVec4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
@ -437,25 +356,19 @@ void InspectorWindow::Show()
|
||||
{
|
||||
// Define a maximum buffer size
|
||||
const size_t BUFFER_SIZE = 256;
|
||||
|
||||
// Allocate a buffer and initialize it with the current string
|
||||
char buffer[BUFFER_SIZE];
|
||||
strncpy(buffer, script->ScriptPath.c_str(), BUFFER_SIZE - 1);
|
||||
|
||||
buffer[BUFFER_SIZE - 1] = '\0'; // Ensure null-termination
|
||||
|
||||
|
||||
// Render the InputText widget
|
||||
if (ImGui::InputText("Script Path", buffer, BUFFER_SIZE))
|
||||
if (ImGui::InputText(script->ScriptPath.c_str(), buffer, BUFFER_SIZE))
|
||||
{
|
||||
|
||||
// Update the string if user made changes
|
||||
script->ScriptPath = buffer;
|
||||
}
|
||||
|
||||
if (ImGui::Button("Reload Script"))
|
||||
{
|
||||
|
||||
if (script->Initialize())
|
||||
{
|
||||
g_LoggerWindow->AddLog("Reloaded Script: %s", ImVec4(0.0f, 1.0f, 0.0f, 1.0f), script->ScriptPath.c_str());
|
||||
@ -463,6 +376,42 @@ void InspectorWindow::Show()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ===========================
|
||||
// 2) SCRIPT
|
||||
// ===========================
|
||||
// We keep script text in white
|
||||
// if (ImGui::CollapsingHeader("Script##Main", ImGuiTreeNodeFlags_DefaultOpen))
|
||||
//{
|
||||
// if (ImGui::IsItemHovered())
|
||||
// {
|
||||
// ImGui::BeginTooltip();
|
||||
// ImGui::TextUnformatted("Attach a script or logic component here.");
|
||||
// ImGui::EndTooltip();
|
||||
// }
|
||||
|
||||
// ImGui::TextUnformatted("Script Name:");
|
||||
// ImGui::SameLine();
|
||||
|
||||
// {
|
||||
// char buffer[128];
|
||||
// std::snprintf(buffer, sizeof(buffer), "%s", script.scriptName.c_str());
|
||||
// ImGui::SetNextItemWidth(-1);
|
||||
// if (ImGui::InputText("##ScriptName", buffer, sizeof(buffer)))
|
||||
// {
|
||||
// script.scriptName = buffer;
|
||||
// }
|
||||
// }
|
||||
|
||||
// ImGui::Spacing();
|
||||
|
||||
// ImGui::TextUnformatted("Script Enabled:");
|
||||
// ImGui::SameLine();
|
||||
// ImGui::Checkbox("##ScriptEnabled", &script.enabled);
|
||||
|
||||
// ImGui::Spacing();
|
||||
// ImGui::Separator();
|
||||
//}
|
||||
}
|
||||
ImGui::End();
|
||||
|
||||
|
@ -3,21 +3,18 @@
|
||||
#include <string>
|
||||
#include <glm/glm.hpp> // or <glm/vec3.hpp> if you prefer
|
||||
#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"
|
||||
|
||||
|
||||
|
||||
|
||||
// Example struct for a Script component
|
||||
struct Script
|
||||
{
|
||||
std::string scriptName = "Default.lua";
|
||||
std::string scriptName = "MyBehavior.lua";
|
||||
bool enabled = true;
|
||||
};
|
||||
|
||||
|
@ -33,7 +33,7 @@ void LoggerWindow::AddLog(const char* fmt, std::optional<ImVec4> color, ...) {
|
||||
}
|
||||
|
||||
void LoggerWindow::Show() {
|
||||
ImGui::Begin("Logger##logger");
|
||||
ImGui::Begin("Logger");
|
||||
|
||||
if (ImGui::Button("Clear")) {
|
||||
m_Logs.clear();
|
||||
|
@ -36,7 +36,7 @@ void LuaEditorWindow::Show() {
|
||||
return;
|
||||
}
|
||||
|
||||
ImGui::Begin("Lua Text Editor##LuaEditor");
|
||||
ImGui::Begin("Lua Text Editor");
|
||||
|
||||
// Toolbar buttons
|
||||
if (ImGui::Button("Save")) {
|
||||
|
@ -103,7 +103,7 @@ void PerformanceWindow::Show(float fps, float ms)
|
||||
|
||||
// Optional style adjustments
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(10, 10));
|
||||
ImGui::Begin("Performance##performance");
|
||||
ImGui::Begin("Performance");
|
||||
|
||||
// Colored header
|
||||
ImGui::TextColored(ImVec4(1.0f, 0.8f, 0.2f, 1.0f), "Performance Stats");
|
||||
|
@ -1,252 +0,0 @@
|
||||
#include "ProfilerWindow.h"
|
||||
#include <imgui.h>
|
||||
#include <algorithm>
|
||||
#include <string>
|
||||
#include <iostream> // For debug statements
|
||||
|
||||
// Constructor
|
||||
ProfilerWindow::ProfilerWindow()
|
||||
: m_UpdateInterval(0.1) // Set update interval to 0.1 seconds
|
||||
{
|
||||
// Initialize m_LastUpdateTime to force an immediate update on the first frame
|
||||
m_LastUpdateTime = std::chrono::steady_clock::now() - std::chrono::duration_cast<std::chrono::steady_clock::duration>(std::chrono::duration<double>(m_UpdateInterval));
|
||||
|
||||
}
|
||||
|
||||
// Calculate moving average
|
||||
std::vector<float> ProfilerWindow::MovingAverage(const std::deque<double>& data, size_t window)
|
||||
{
|
||||
std::vector<float> averages;
|
||||
if (data.size() < window)
|
||||
window = data.size();
|
||||
|
||||
for (size_t i = 0; i <= data.size() - window; ++i)
|
||||
{
|
||||
double sum = 0.0;
|
||||
for (size_t j = i; j < i + window; ++j)
|
||||
sum += data[j];
|
||||
averages.push_back(static_cast<float>(sum / window));
|
||||
}
|
||||
return averages;
|
||||
}
|
||||
|
||||
// Update the history data structures with the latest profiling data
|
||||
void ProfilerWindow::UpdateHistory(const std::unordered_map<std::string, ProfileResult>& data, double totalFrameTime)
|
||||
{
|
||||
// Update total frame time history
|
||||
m_TotalFrameTimeHistory.push_back(totalFrameTime);
|
||||
if (m_TotalFrameTimeHistory.size() > MaxFrameHistory)
|
||||
m_TotalFrameTimeHistory.pop_front();
|
||||
|
||||
// Debug: Print the size of m_TotalFrameTimeHistory
|
||||
|
||||
// Update each function's profiling history
|
||||
for (const auto& [name, result] : data)
|
||||
{
|
||||
auto& history = m_ProfileHistories[name];
|
||||
|
||||
// Update total time history
|
||||
history.totalTimeHistory.push_back(result.TotalTime);
|
||||
if (history.totalTimeHistory.size() > ProfileHistory::MaxHistory)
|
||||
history.totalTimeHistory.pop_front();
|
||||
|
||||
// Update average time history
|
||||
double average = result.CallCount > 0 ? result.TotalTime / result.CallCount : 0.0;
|
||||
history.averageTimeHistory.push_back(average);
|
||||
if (history.averageTimeHistory.size() > ProfileHistory::MaxHistory)
|
||||
history.averageTimeHistory.pop_front();
|
||||
}
|
||||
}
|
||||
|
||||
// Render the profiler window with table and graphs
|
||||
void ProfilerWindow::Show()
|
||||
{
|
||||
// Check if it's time to update the profiler data
|
||||
auto now = std::chrono::steady_clock::now();
|
||||
std::chrono::duration<double> elapsed = now - m_LastUpdateTime;
|
||||
|
||||
bool shouldUpdate = false;
|
||||
if (elapsed.count() >= m_UpdateInterval)
|
||||
{
|
||||
shouldUpdate = true;
|
||||
m_LastUpdateTime = now;
|
||||
}
|
||||
|
||||
// Begin ImGui window
|
||||
ImGui::Begin("Profiler");
|
||||
|
||||
const auto& data = Profiler::Get().GetLastFrameData();
|
||||
|
||||
if (data.empty())
|
||||
{
|
||||
ImGui::Text("No profiling data available.");
|
||||
ImGui::End();
|
||||
return;
|
||||
}
|
||||
|
||||
if (shouldUpdate)
|
||||
{
|
||||
// Calculate total frame time
|
||||
double totalFrameTime = 0.0;
|
||||
for (const auto& [name, result] : data)
|
||||
{
|
||||
totalFrameTime += result.TotalTime;
|
||||
}
|
||||
|
||||
// Update history data
|
||||
UpdateHistory(data, totalFrameTime);
|
||||
|
||||
// Reset profiling data for the next interval
|
||||
Profiler::Get().EndFrame();
|
||||
}
|
||||
|
||||
// Render profiling data table
|
||||
RenderTable(data);
|
||||
|
||||
// Render profiling graphs
|
||||
RenderGraphs();
|
||||
|
||||
// Display total frame time (from the last update)
|
||||
if (!m_TotalFrameTimeHistory.empty())
|
||||
{
|
||||
double lastTotalFrameTime = m_TotalFrameTimeHistory.back();
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Total Frame Time: %.3f µs", lastTotalFrameTime);
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
// Render the profiling data table
|
||||
void ProfilerWindow::RenderTable(const std::unordered_map<std::string, ProfileResult>& data)
|
||||
{
|
||||
// Sort functions by total time descending
|
||||
std::vector<std::pair<std::string, ProfileResult>> sortedData(data.begin(), data.end());
|
||||
std::sort(sortedData.begin(), sortedData.end(),
|
||||
[](const std::pair<std::string, ProfileResult>& a, const std::pair<std::string, ProfileResult>& b) -> bool {
|
||||
return a.second.TotalTime > b.second.TotalTime;
|
||||
});
|
||||
|
||||
// Add a filter input
|
||||
static char filterBuffer[128] = "";
|
||||
ImGui::InputText("Filter", filterBuffer, IM_ARRAYSIZE(filterBuffer));
|
||||
|
||||
// Convert filter to string
|
||||
std::string filterStr = filterBuffer;
|
||||
|
||||
// Filtered data
|
||||
std::vector<std::pair<std::string, ProfileResult>> filteredData;
|
||||
for (const auto& [name, result] : sortedData)
|
||||
{
|
||||
if (filterStr.empty() || name.find(filterStr) != std::string::npos)
|
||||
filteredData.emplace_back(name, result);
|
||||
}
|
||||
|
||||
// Define threshold for highlighting (e.g., 1000 µs)
|
||||
const double highlightThreshold = 1000.0;
|
||||
|
||||
// Table with sorted data
|
||||
if (ImGui::BeginTable("ProfilerTable", 4, ImGuiTableFlags_RowBg | ImGuiTableFlags_Borders | ImGuiTableFlags_Resizable))
|
||||
{
|
||||
ImGui::TableSetupColumn("Function", ImGuiTableColumnFlags_None);
|
||||
ImGui::TableSetupColumn("Total Time (µs)", ImGuiTableColumnFlags_None);
|
||||
ImGui::TableSetupColumn("Average Time (µs)", ImGuiTableColumnFlags_None);
|
||||
ImGui::TableSetupColumn("Calls", ImGuiTableColumnFlags_None);
|
||||
ImGui::TableHeadersRow();
|
||||
|
||||
for (const auto& [name, result] : filteredData)
|
||||
{
|
||||
ImGui::TableNextRow();
|
||||
|
||||
// Function Name with tooltip
|
||||
ImGui::TableSetColumnIndex(0);
|
||||
ImGui::TextUnformatted(name.c_str());
|
||||
if (ImGui::IsItemHovered())
|
||||
{
|
||||
ImGui::BeginTooltip();
|
||||
ImGui::Text("Total Time: %.3f µs", result.TotalTime);
|
||||
double average = result.CallCount > 0 ? result.TotalTime / result.CallCount : 0.0;
|
||||
ImGui::Text("Average Time: %.3f µs", average);
|
||||
ImGui::Text("Call Count: %d", result.CallCount);
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
|
||||
// Total Time with color coding
|
||||
ImGui::TableSetColumnIndex(1);
|
||||
if (result.TotalTime > highlightThreshold)
|
||||
ImGui::TextColored(ImVec4(1.0f, 0.3f, 0.3f, 1.0f), "%.3f", result.TotalTime);
|
||||
else
|
||||
ImGui::Text("%.3f", result.TotalTime);
|
||||
|
||||
// Average Time
|
||||
ImGui::TableSetColumnIndex(2);
|
||||
double average = result.CallCount > 0 ? result.TotalTime / result.CallCount : 0.0;
|
||||
ImGui::Text("%.3f", average);
|
||||
|
||||
// Call Count
|
||||
ImGui::TableSetColumnIndex(3);
|
||||
ImGui::Text("%d", result.CallCount);
|
||||
}
|
||||
|
||||
ImGui::EndTable();
|
||||
}
|
||||
}
|
||||
|
||||
// Render the profiling graphs
|
||||
void ProfilerWindow::RenderGraphs()
|
||||
{
|
||||
ImGui::Separator();
|
||||
ImGui::Text("Profiling Graphs");
|
||||
|
||||
// Example: Render a bar graph for the top 5 functions by total time
|
||||
std::vector<std::pair<std::string, ProfileResult>> sortedData;
|
||||
|
||||
const auto& data = Profiler::Get().GetLastFrameData();
|
||||
for (const auto& [name, result] : data)
|
||||
{
|
||||
sortedData.emplace_back(name, result);
|
||||
}
|
||||
|
||||
// Sort and take top 5
|
||||
std::sort(sortedData.begin(), sortedData.end(),
|
||||
[](const std::pair<std::string, ProfileResult>& a, const std::pair<std::string, ProfileResult>& b) -> bool {
|
||||
return a.second.TotalTime > b.second.TotalTime;
|
||||
});
|
||||
|
||||
size_t displayCount = std::min<size_t>(5, sortedData.size());
|
||||
|
||||
for (size_t i = 0; i < displayCount; ++i)
|
||||
{
|
||||
const auto& [name, result] = sortedData[i];
|
||||
double percentage = 0.0;
|
||||
|
||||
if (!m_TotalFrameTimeHistory.empty())
|
||||
{
|
||||
// Prevent division by zero
|
||||
double lastTotalFrameTime = m_TotalFrameTimeHistory.back();
|
||||
if (lastTotalFrameTime > 0.0)
|
||||
{
|
||||
percentage = (result.TotalTime / lastTotalFrameTime) * 100.0;
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::PushID(static_cast<int>(i));
|
||||
ImGui::Text("%s", name.c_str());
|
||||
ImGui::SameLine();
|
||||
ImGui::ProgressBar(static_cast<float>(percentage / 100.0f), ImVec2(-1.0f, 0.0f),
|
||||
(std::to_string(percentage) + "%").c_str());
|
||||
ImGui::PopID();
|
||||
}
|
||||
|
||||
// Example: Render a line plot for total frame time with moving average
|
||||
if (!m_TotalFrameTimeHistory.empty())
|
||||
{
|
||||
ImGui::Text("Frame Time Over Last %zu Frames (Smoothed)", m_TotalFrameTimeHistory.size());
|
||||
|
||||
// Calculate moving average with a window of 10 frames
|
||||
size_t windowSize = 10;
|
||||
std::vector<float> smoothedFrameTimes = MovingAverage(m_TotalFrameTimeHistory, windowSize);
|
||||
|
||||
ImGui::PlotLines("##FrameTimeSmoothed", smoothedFrameTimes.data(), static_cast<int>(smoothedFrameTimes.size()), 0, NULL, 0.0f, 1000.0f, ImVec2(0, 80));
|
||||
}
|
||||
}
|
@ -1,42 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include <unordered_map>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <deque>
|
||||
#include <chrono>
|
||||
#include "Engine/Profiler.h" // Ensure Profiler classes are included
|
||||
|
||||
class ProfilerWindow
|
||||
{
|
||||
public:
|
||||
ProfilerWindow();
|
||||
~ProfilerWindow() = default;
|
||||
|
||||
// Render the profiler window
|
||||
void Show();
|
||||
|
||||
private:
|
||||
struct ProfileHistory
|
||||
{
|
||||
std::deque<double> totalTimeHistory;
|
||||
std::deque<double> averageTimeHistory;
|
||||
static const size_t MaxHistory = 100;
|
||||
};
|
||||
|
||||
std::unordered_map<std::string, ProfileHistory> m_ProfileHistories;
|
||||
std::deque<double> m_TotalFrameTimeHistory;
|
||||
static const size_t MaxFrameHistory = 100;
|
||||
|
||||
// Timing variables for update throttling
|
||||
double m_UpdateInterval; // Interval in seconds (0.1)
|
||||
std::chrono::steady_clock::time_point m_LastUpdateTime;
|
||||
|
||||
// Helper functions
|
||||
void UpdateHistory(const std::unordered_map<std::string, ProfileResult>& data, double totalFrameTime);
|
||||
void RenderTable(const std::unordered_map<std::string, ProfileResult>& data);
|
||||
void RenderGraphs();
|
||||
|
||||
// Helper for data smoothing
|
||||
std::vector<float> MovingAverage(const std::deque<double>& data, size_t window);
|
||||
};
|
@ -10,6 +10,7 @@
|
||||
|
||||
#include "gcml.h"
|
||||
|
||||
|
||||
#include "Componenets/GameObject.h"
|
||||
#include "Componenets/mesh.h"
|
||||
#include "Componenets/transform.h"
|
||||
@ -27,9 +28,9 @@ extern std::vector<std::shared_ptr<GameObject>> g_GameObjects;
|
||||
// Extern reference to our global (or extern) asset manager
|
||||
extern AssetManager g_AssetManager;
|
||||
|
||||
|
||||
extern int g_GPU_Triangles_drawn_to_screen;
|
||||
|
||||
|
||||
// Example cube data (position + UVs)
|
||||
static float g_CubeVertices[] =
|
||||
{
|
||||
@ -181,77 +182,10 @@ static unsigned int g_CubeIndices[] =
|
||||
// Bottom
|
||||
20, 21, 22, 22, 23, 20};
|
||||
|
||||
|
||||
|
||||
|
||||
bool PlayPauseButton(const char* label, bool* isPlaying)
|
||||
{
|
||||
// Define button size
|
||||
ImVec2 buttonSize = ImVec2(50, 50); // Adjust size as needed
|
||||
|
||||
// Begin the button
|
||||
if (ImGui::Button(label, buttonSize))
|
||||
{
|
||||
// Toggle the state
|
||||
*isPlaying = !(*isPlaying);
|
||||
return true; // Indicate that the state was toggled
|
||||
}
|
||||
|
||||
// Add tooltip
|
||||
if (ImGui::IsItemHovered())
|
||||
{
|
||||
ImGui::SetTooltip(*isPlaying ? "Pause (Space)" : "Play (Space)");
|
||||
}
|
||||
|
||||
// Get the current window's draw list
|
||||
ImDrawList* draw_list = ImGui::GetWindowDrawList();
|
||||
|
||||
// Get the position of the button
|
||||
ImVec2 button_pos = ImGui::GetItemRectMin();
|
||||
ImVec2 button_size = ImGui::GetItemRectSize();
|
||||
ImVec2 center = ImVec2(button_pos.x + button_size.x * 0.5f, button_pos.y + button_size.y * 0.5f);
|
||||
|
||||
// Define icon size
|
||||
float icon_size = 20.0f;
|
||||
float half_icon_size = icon_size / 2.0f;
|
||||
|
||||
// Define colors
|
||||
ImU32 icon_color = ImGui::GetColorU32(ImGuiCol_Text);
|
||||
|
||||
if (*isPlaying)
|
||||
{
|
||||
// Draw Pause Icon (two vertical bars)
|
||||
float bar_width = 4.0f;
|
||||
float spacing = 6.0f;
|
||||
|
||||
// Left bar
|
||||
ImVec2 left_bar_p1 = ImVec2(center.x - spacing - bar_width, center.y - half_icon_size);
|
||||
ImVec2 left_bar_p2 = ImVec2(center.x - spacing, center.y + half_icon_size);
|
||||
draw_list->AddRectFilled(left_bar_p1, left_bar_p2, icon_color, 2.0f);
|
||||
|
||||
// Right bar
|
||||
ImVec2 right_bar_p1 = ImVec2(center.x + spacing, center.y - half_icon_size);
|
||||
ImVec2 right_bar_p2 = ImVec2(center.x + spacing + bar_width, center.y + half_icon_size);
|
||||
draw_list->AddRectFilled(right_bar_p1, right_bar_p2, icon_color, 2.0f);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Draw Play Icon (triangle)
|
||||
ImVec2 p1 = ImVec2(center.x - half_icon_size, center.y - half_icon_size);
|
||||
ImVec2 p2 = ImVec2(center.x - half_icon_size, center.y + half_icon_size);
|
||||
ImVec2 p3 = ImVec2(center.x + half_icon_size, center.y);
|
||||
draw_list->AddTriangleFilled(p1, p2, p3, icon_color);
|
||||
}
|
||||
|
||||
return false; // No toggle occurred
|
||||
}
|
||||
|
||||
|
||||
|
||||
void RenderWindow::Show(bool *GameRunning)
|
||||
void RenderWindow::Show()
|
||||
{
|
||||
|
||||
ImGui::Begin("Editor##EditorWindow");
|
||||
ImGui::Begin("Editor");
|
||||
|
||||
ImVec2 size = ImGui::GetContentRegionAvail();
|
||||
int w = static_cast<int>(size.x);
|
||||
@ -263,13 +197,6 @@ void RenderWindow::Show(bool *GameRunning)
|
||||
m_Initialized = true;
|
||||
}
|
||||
|
||||
// Center the button
|
||||
ImGui::SetCursorPosX((ImGui::GetWindowWidth() - 60) * 0.5f);
|
||||
|
||||
// Render the Play/Pause button
|
||||
// Render the Play/Pause button
|
||||
PlayPauseButton("##PlayPauseButton", GameRunning);
|
||||
|
||||
|
||||
|
||||
// If there's space, render to the FBO, then show it as an ImGui image
|
||||
@ -293,9 +220,8 @@ void RenderWindow::Show(bool *GameRunning)
|
||||
ImGui::Text("No space to render.");
|
||||
}
|
||||
|
||||
|
||||
|
||||
ImGui::End();
|
||||
|
||||
}
|
||||
|
||||
void RenderWindow::InitGLResources()
|
||||
@ -305,7 +231,7 @@ void RenderWindow::InitGLResources()
|
||||
// ----------------------------------------------------
|
||||
|
||||
{
|
||||
Shader *shaderAsset = g_AssetManager.loadAsset<Shader *>(AssetType::SHADER, "assets/shaders/UnlitMaterial");
|
||||
Shader* shaderAsset = g_AssetManager.loadAsset<Shader*>(AssetType::SHADER, "assets/shaders/UnlitMaterial");
|
||||
if (!shaderAsset)
|
||||
{
|
||||
fprintf(stderr, "[RenderWindow] Failed to load shader via AssetManager.\n");
|
||||
@ -359,11 +285,14 @@ void RenderWindow::InitGLResources()
|
||||
// ----------------------------------------------------
|
||||
// 4) Initialize GameObjects
|
||||
// ----------------------------------------------------
|
||||
|
||||
}
|
||||
|
||||
void RenderWindow::RenderSceneToFBO()
|
||||
{
|
||||
|
||||
|
||||
|
||||
m_RotationAngle += 0.001f; // spin per frame
|
||||
|
||||
// Bind the FBO
|
||||
@ -390,6 +319,7 @@ void RenderWindow::RenderSceneToFBO()
|
||||
|
||||
// Iterate over each GameObject and render it
|
||||
|
||||
|
||||
for (auto &obj : g_GameObjects)
|
||||
{
|
||||
|
||||
@ -398,10 +328,15 @@ void RenderWindow::RenderSceneToFBO()
|
||||
// -----------------------------------
|
||||
glm::mat4 model = glm::mat4(1.f);
|
||||
|
||||
|
||||
std::shared_ptr<TransformComponent> transform = obj->GetComponent<TransformComponent>();
|
||||
|
||||
|
||||
|
||||
std::shared_ptr<MeshComponent> mesh = obj->GetComponent<MeshComponent>();
|
||||
|
||||
|
||||
|
||||
if (transform && mesh)
|
||||
{
|
||||
|
||||
@ -413,7 +348,7 @@ void RenderWindow::RenderSceneToFBO()
|
||||
|
||||
// Rotate around X, Y, Z
|
||||
|
||||
// transform->rotation.x += m_RotationAngle;
|
||||
//transform->rotation.x += m_RotationAngle;
|
||||
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));
|
||||
@ -421,6 +356,8 @@ void RenderWindow::RenderSceneToFBO()
|
||||
// Scale
|
||||
model = glm::scale(model, transform->scale);
|
||||
|
||||
|
||||
|
||||
// Compute MVP
|
||||
glm::mat4 mvp = proj * view * model;
|
||||
|
||||
|
@ -8,7 +8,7 @@
|
||||
class RenderWindow
|
||||
{
|
||||
public:
|
||||
void Show(bool *GameRunning);
|
||||
void Show();
|
||||
|
||||
private:
|
||||
void InitGLResources();
|
||||
|
@ -13,6 +13,7 @@
|
||||
extern std::vector<std::shared_ptr<GameObject>> g_GameObjects;
|
||||
extern std::shared_ptr<GameObject> g_SelectedObject;
|
||||
|
||||
|
||||
extern AssetManager g_AssetManager;
|
||||
|
||||
// Helper: Create a default cube GameObject
|
||||
@ -37,7 +38,7 @@ std::shared_ptr<GameObject> CreateDefaultCube()
|
||||
|
||||
void SceneWindow::Show()
|
||||
{
|
||||
if (ImGui::Begin("Scene Window##SceneWindow"))
|
||||
if (ImGui::Begin("Scene Window"))
|
||||
{
|
||||
// Add Button
|
||||
if (ImGui::Button("Add Object"))
|
||||
@ -51,57 +52,60 @@ void SceneWindow::Show()
|
||||
// Begin child region for the list to make it scrollable
|
||||
ImGui::BeginChild("GameObjectList", ImVec2(0, -ImGui::GetFrameHeightWithSpacing()), false, ImGuiWindowFlags_HorizontalScrollbar);
|
||||
|
||||
// Initialize an external index to keep track of each GameObject's position
|
||||
size_t index = 0;
|
||||
// Define TreeNode flags for better visuals and interaction
|
||||
ImGuiTreeNodeFlags nodeFlags = ImGuiTreeNodeFlags_OpenOnArrow | ImGuiTreeNodeFlags_SpanAvailWidth;
|
||||
|
||||
// Iterate through GameObjects using a range-based for loop
|
||||
for (auto &obj : g_GameObjects)
|
||||
// Iterate through GameObjects using index for unique identification
|
||||
for (size_t i = 0; i < g_GameObjects.size(); ++i)
|
||||
{
|
||||
// Determine if the current GameObject is selected
|
||||
bool isSelected = (g_SelectedObject == obj);
|
||||
auto &obj = g_GameObjects[i];
|
||||
|
||||
// Create a unique label for each selectable item using the index
|
||||
// This ensures ImGui uniquely identifies each item
|
||||
std::string label = obj->name + "##" + std::to_string(index);
|
||||
// Determine flags based on selection
|
||||
ImGuiTreeNodeFlags flags = nodeFlags;
|
||||
if (g_SelectedObject == obj)
|
||||
flags |= ImGuiTreeNodeFlags_Selected;
|
||||
|
||||
// Render the GameObject as a selectable item in the list
|
||||
if (ImGui::Selectable(label.c_str(), isSelected))
|
||||
// Unique identifier for each GameObject node using pointer to ensure uniqueness
|
||||
// Alternatively, you can use the object's ID or address
|
||||
std::string nodeLabel = obj->name;
|
||||
bool nodeOpen = ImGui::TreeNodeEx((void *)(intptr_t)i, flags, nodeLabel.c_str());
|
||||
|
||||
// Handle selection
|
||||
if (ImGui::IsItemClicked(ImGuiMouseButton_Left))
|
||||
{
|
||||
// Update the selected GameObject when clicked
|
||||
g_SelectedObject = obj;
|
||||
}
|
||||
|
||||
// Handle right-click context menu for the current item
|
||||
// Right-click context menu for GameObject actions
|
||||
if (ImGui::BeginPopupContextItem())
|
||||
{
|
||||
// Option to remove the GameObject
|
||||
// Delete GameObject Option
|
||||
if (ImGui::MenuItem("Remove"))
|
||||
{
|
||||
// Remove the GameObject by its index
|
||||
RemoveGameObject(static_cast<int>(index));
|
||||
|
||||
// End the popup before breaking out of the loop
|
||||
RemoveGameObject(static_cast<int>(i));
|
||||
|
||||
ImGui::EndPopup();
|
||||
|
||||
// Since we've modified the container, exit the loop to prevent issues
|
||||
break;
|
||||
// Since we've erased the current entity, adjust the loop accordingly
|
||||
// Decrement i to account for the removed element
|
||||
--i;
|
||||
continue; // Skip the rest of the loop iteration
|
||||
}
|
||||
|
||||
// End the context menu popup
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
// Increment the index for the next GameObject
|
||||
++index;
|
||||
}
|
||||
// Optionally, implement double-click to rename or perform other actions
|
||||
|
||||
// Optional: Display a message if there are no GameObjects
|
||||
if (g_GameObjects.empty())
|
||||
// Close the tree node
|
||||
if (nodeOpen)
|
||||
{
|
||||
ImGui::Text("No Game Objects available.");
|
||||
}
|
||||
// If you decide to add child nodes in the future, handle them here
|
||||
// Currently, no additional handling is required
|
||||
|
||||
// End the ImGui window or group
|
||||
ImGui::TreePop();
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::EndChild();
|
||||
|
||||
@ -145,7 +149,7 @@ void SceneWindow::RemoveGameObject(int index)
|
||||
}
|
||||
else
|
||||
{
|
||||
DEBUG_PRINT("Attempted to remove GameObject with invalid index: %d", index);
|
||||
DEBUG_PRINT("Attempted to remove GameObject with invalid index: %d", index );
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user