// RenderWindow.cpp #include "RenderWindow.h" #include #include #include #include "imgui.h" // Include your AssetManager & Shader headers #include "Engine/AssetManager.h" #include "Rendering/Shader.h" // Extern reference to our global (or extern) asset manager extern AssetManager g_AssetManager; // Example cube data (position + UVs) static float g_CubeVertices[] = { // FRONT (z=+1) -1.f, -1.f, 1.f, 0.f, 0.f, 1.f, -1.f, 1.f, 1.f, 0.f, 1.f, 1.f, 1.f, 1.f, 1.f, -1.f, 1.f, 1.f, 0.f, 1.f, // BACK (z=-1) -1.f, -1.f, -1.f, 1.f, 0.f, 1.f, -1.f, -1.f, 0.f, 0.f, 1.f, 1.f, -1.f, 0.f, 1.f, -1.f, 1.f, -1.f, 1.f, 1.f, // LEFT (x=-1) -1.f, -1.f, -1.f, 0.f, 0.f, -1.f, -1.f, 1.f, 1.f, 0.f, -1.f, 1.f, 1.f, 1.f, 1.f, -1.f, 1.f, -1.f, 0.f, 1.f, // RIGHT (x=+1) 1.f, -1.f, -1.f, 1.f, 0.f, 1.f, -1.f, 1.f, 0.f, 0.f, 1.f, 1.f, 1.f, 0.f, 1.f, 1.f, 1.f, -1.f, 1.f, 1.f, // TOP (y=+1) -1.f, 1.f, -1.f, 0.f, 0.f, 1.f, 1.f, -1.f, 1.f, 0.f, 1.f, 1.f, 1.f, 1.f, 1.f, -1.f, 1.f, 1.f, 0.f, 1.f, // BOTTOM (y=-1) -1.f, -1.f, -1.f, 1.f, 0.f, 1.f, -1.f, -1.f, 0.f, 0.f, 1.f, -1.f, 1.f, 0.f, 1.f, -1.f, -1.f, 1.f, 1.f, 1.f, }; static unsigned int g_CubeIndices[] = { // Front 0,1,2, 2,3,0, // Back 4,5,6, 6,7,4, // Left 8,9,10, 10,11,8, // Right 12,13,14, 14,15,12, // Top 16,17,18, 18,19,16, // Bottom 20,21,22, 22,23,20 }; void RenderWindow::Show() { ImGui::Begin("OpenGL Output"); ImVec2 size = ImGui::GetContentRegionAvail(); int w = static_cast(size.x); int h = static_cast(size.y); if (!m_Initialized) { InitGLResources(); m_Initialized = true; } // If there's space, render to the FBO, then show it as an ImGui image if (w > 0 && h > 0) { if (w != m_LastWidth || h != m_LastHeight) { m_FBO.Create(w, h); m_LastWidth = w; m_LastHeight = h; } RenderSceneToFBO(); ImGui::Image(m_FBO.GetTextureID(), size, ImVec2(0,0), ImVec2(1,1)); } else { ImGui::Text("No space to render."); } ImGui::End(); } void RenderWindow::InitGLResources() { // ---------------------------------------------------- // 1) Load SHADER from the asset manager // ---------------------------------------------------- { void* shaderAsset = g_AssetManager.loadAsset(AssetType::SHADER, "assets/shaders/UnlitMaterial"); if (!shaderAsset) { fprintf(stderr, "[RenderWindow] Failed to load shader via AssetManager.\n"); return; } // Cast back to your Shader class m_ShaderPtr = static_cast(shaderAsset); } // ---------------------------------------------------- // 2) Create VAO/VBO/EBO for the cube // ---------------------------------------------------- glGenVertexArrays(1, &m_VAO); glBindVertexArray(m_VAO); glGenBuffers(1, &m_VBO); glBindBuffer(GL_ARRAY_BUFFER, m_VBO); glBufferData(GL_ARRAY_BUFFER, sizeof(g_CubeVertices), g_CubeVertices, GL_STATIC_DRAW); glGenBuffers(1, &m_EBO); glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_EBO); glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(g_CubeIndices), g_CubeIndices, GL_STATIC_DRAW); // Position = location 0, UV = location 1 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0); glEnableVertexAttribArray(0); glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float))); glEnableVertexAttribArray(1); glBindVertexArray(0); // ---------------------------------------------------- // 3) Load TEXTURE from the asset manager // ---------------------------------------------------- { void* texAsset = g_AssetManager.loadAsset(AssetType::TEXTURE, "assets/textures/wood.png"); if (!texAsset) { fprintf(stderr, "[RenderWindow] Failed to load texture.\n"); } else { // Cast from void* to GLuint m_TextureID = static_cast(reinterpret_cast(texAsset)); } } } void RenderWindow::RenderSceneToFBO() { m_RotationAngle += 0.5f; // spin per frame m_FBO.Bind(); glViewport(0, 0, m_LastWidth, m_LastHeight); glEnable(GL_DEPTH_TEST); glClearColor(0.1f, 0.15f, 0.2f, 1.f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Use our loaded shader if (m_ShaderPtr) m_ShaderPtr->Use(); else return; // No shader? Can't render // Build MVP glm::mat4 model = glm::rotate(glm::mat4(1.0f), glm::radians(m_RotationAngle), glm::vec3(1.f, 1.f, 0.f)); glm::mat4 view = glm::translate(glm::mat4(1.0f), glm::vec3(0.f, 0.f, -5.f)); float aspect = (m_LastHeight != 0) ? (float)m_LastWidth / (float)m_LastHeight : 1.0f; glm::mat4 proj = glm::perspective(glm::radians(45.f), aspect, 0.1f, 100.f); glm::mat4 mvp = proj * view * model; // Pass MVP to the shader GLuint programID = m_ShaderPtr->GetProgramID(); GLint mvpLoc = glGetUniformLocation(programID, "uMVP"); glUniformMatrix4fv(mvpLoc, 1, GL_FALSE, glm::value_ptr(mvp)); // Bind the texture to unit 0 glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, m_TextureID); // If your shader has a uniform sampler2D named "uTexture" GLint texLoc = glGetUniformLocation(programID, "uTexture"); glUniform1i(texLoc, 0); // Draw the cube glBindVertexArray(m_VAO); glDrawElements(GL_TRIANGLES, 36, GL_UNSIGNED_INT, nullptr); // Cleanup glBindVertexArray(0); glBindTexture(GL_TEXTURE_2D, 0); m_FBO.Unbind(); }