// src/Engine.cpp // Settings #define VSync 1 #include "Engine.h" #include #include #include #include #include // Dear ImGui #include "imgui.h" #include "imgui_impl_glfw.h" #include "imgui_impl_opengl3.h" #include "Windows/RenderWindow.h" #include "Windows/PerformanceWindow.h" #include "Windows/LoggerWindow.h" #include "Windows/InspectorWindow.h" #include "Windows/SceneWindow.h" #include "Engine/ThemeManager.h" #include "Engine/SceneManager.h" // #define YAML_CPP_STATIC_DEFINE #include #include "TestModel.h" AssetManager g_AssetManager; LoggerWindow *g_LoggerWindow; std::vector> g_GameObjects; int g_GPU_Triangles_drawn_to_screen = 0; GameObject *g_SelectedObject; // Pointer to the currently selected object bool MyEngine::Init(int width, int height, const std::string &title) { DEBUG_PRINT("[START] Engine Init"); // ------------------------------------------ // 1) Initialize GLFW // ------------------------------------------ if (!glfwInit()) { fprintf(stderr, "[Engine] Failed to initialize GLFW\n"); return false; } // Setup hints for OpenGL 3.3 Core glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); // Create window m_Window = glfwCreateWindow(width, height, title.c_str(), nullptr, nullptr); if (!m_Window) { fprintf(stderr, "[Engine] Failed to create GLFW window\n"); glfwTerminate(); return false; } glfwMakeContextCurrent(m_Window); glfwSwapInterval(VSync); // vsync // ------------------------------------------ // 2) Initialize GLEW // ------------------------------------------ if (glewInit() != GLEW_OK) { fprintf(stderr, "[Engine] Failed to initialize GLEW\n"); return false; } // ------------------------------------------ // 3) Initialize ImGui // ------------------------------------------ IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO &io = ImGui::GetIO(); (void)io; // Enable docking io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; // (Optional) Multi-viewport // io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; // Style ImGui::StyleColorsDark(); // Platform/Renderer bindings ImGui_ImplGlfw_InitForOpenGL(m_Window, true); ImGui_ImplOpenGL3_Init("#version 330"); // Initialize windows m_RenderWindow = std::make_unique(); m_PerformanceWindow = std::make_unique(); m_LoggerWindow = std::make_unique(); m_InspectorWindow = std::make_unique(); m_SceneWindow = std::make_unique(); // Some initial logs m_LoggerWindow->AddLog("Engine initialized."); m_LoggerWindow->AddLog("Welcome to Tesseract Engine!"); g_LoggerWindow = m_LoggerWindow.get(); m_Running = true; m_LastTime = glfwGetTime(); DEBUG_PRINT("[OK] Engine Init "); return true; } void MyEngine::Run() { DEBUG_PRINT("[START] Engine Run "); DEBUG_PRINT("Transition to Editor"); // Pseudocode: int newId = g_GameObjects.size(); auto newGameObject = std::make_shared(newId, ("Default")); DEBUG_PRINT("Created Default GameObject"); newGameObject->AddComponent(std::make_shared()); newGameObject->AddComponent(std::make_shared()); DEBUG_PRINT("Added Componenets"); // Suppose we loaded a VAO, an EBO with 36 indices for the cube, // and a texture ID from the asset manager auto mesh = newGameObject->GetComponent(); auto transform = newGameObject->GetComponent(); DEBUG_PRINT("Got pointers to Componenets"); if (mesh) { // printf("Got Valid Mesh Component\n"); mesh->vao = CreateCubeVAO(); mesh->indexCount = 36; mesh->textureID = static_cast(reinterpret_cast(g_AssetManager.loadAsset(AssetType::TEXTURE, "assets/textures/wood.png"))); } else { DEBUG_PRINT("Could not find Mesh Component\n"); } if (transform) { // printf("Got Valid Transform Component\n"); transform->position = glm::vec3(0.f, 0.f, 0.f); transform->rotation = glm::vec3(0.f, 0.5f, 0.f); transform->scale = glm::vec3(1.f, 1.f, 1.f); } else { DEBUG_PRINT("Could not find Transform Component"); } g_AssetManager.loadAsset(AssetType::TEXTURE, "assets/textures/bricks.png"); g_AssetManager.loadAsset(AssetType::TEXTURE, "assets/textures/default.png"); g_AssetManager.loadAsset(AssetType::TEXTURE, "assets/textures/lush_grass.png"); g_GameObjects.push_back(newGameObject); DEBUG_PRINT("Put componenent into Global Componenets Subsystem"); // printf("%p\n", &g_GameObjects); // Possibly create more GameObjects with different positions or textures ThemeManager_ChangeTheme(2); DEBUG_PRINT("Changed Theme to default"); while (!glfwWindowShouldClose(m_Window) && m_Running) { // Poll glfwPollEvents(); // Calculate FPS double current_time = glfwGetTime(); double delta = current_time - m_LastTime; m_FrameCount++; if (delta >= 0.1) { m_Fps = (float)(m_FrameCount / delta); m_Ms = 100.0f / m_Fps; m_FrameCount = 0; m_LastTime = current_time; } // Start new frame BeginFrame(); // Show main DockSpace ShowDockSpace(); m_InspectorWindow->Show(); // Show our windows m_RenderWindow->Show(); // The spinning triangle as ImGui::Image m_PerformanceWindow->Show(m_Fps, m_Ms); // FPS & ms m_LoggerWindow->Show(); // Logs m_SceneWindow->Show(); // After rendering m_PerformanceWindow->UpdatePerformanceStats(-1, g_GPU_Triangles_drawn_to_screen); // End frame EndFrame(); } DEBUG_PRINT("[OK] Engine Run "); } void MyEngine::Cleanup() { DEBUG_PRINT("[START] Engine Cleanup "); // ImGui cleanup ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); // GLFW cleanup if (m_Window) { glfwDestroyWindow(m_Window); m_Window = nullptr; } glfwTerminate(); m_Running = false; DEBUG_PRINT("[OK] Engine Cleanup "); } void MyEngine::BeginFrame() { // ImGui new frame ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); } void MyEngine::EndFrame() { // Render ImGui ImGui::Render(); // Clear the default framebuffer int display_w, display_h; glfwGetFramebufferSize(m_Window, &display_w, &display_h); glViewport(0, 0, display_w, display_h); glClearColor(0.05f, 0.05f, 0.06f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Draw the ImGui data ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); // (Optional) handle multi-viewport ImGuiIO &io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) { GLFWwindow *backup_current_context = glfwGetCurrentContext(); ImGui::UpdatePlatformWindows(); ImGui::RenderPlatformWindowsDefault(); glfwMakeContextCurrent(backup_current_context); } // Swap glfwSwapBuffers(m_Window); } void MyEngine::ShowDockSpace() { static bool dockspaceOpen = true; static bool opt_fullscreen = true; // Initialize dockspace_flags without ImGuiDockNodeFlags_DockSpace static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_PassthruCentralNode; ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking; if (opt_fullscreen) { ImGuiViewport *viewport = ImGui::GetMainViewport(); ImGui::SetNextWindowPos(viewport->WorkPos); ImGui::SetNextWindowSize(viewport->WorkSize); ImGui::SetNextWindowViewport(viewport->ID); window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove; window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus; } // Style adjustments ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f); ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f); ImGui::Begin("DockSpace", &dockspaceOpen, window_flags); ImGui::PopStyleVar(2); // Menu bar if (ImGui::BeginMenuBar()) { if (ImGui::BeginMenu("File")) { if (ImGui::MenuItem("Exit")) { m_Running = false; // Stop the engine } if (ImGui::MenuItem("Save")) { m_LoggerWindow->AddLog("Saveing Scene"); } if (ImGui::MenuItem("Load")) { m_LoggerWindow->AddLog("Loading Scene"); } ImGui::EndMenu(); } ImGui::EndMenuBar(); } // DockSpace ImGuiIO &io = ImGui::GetIO(); if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) { // Optional: Log the flags for debugging // DEBUG_PRINT("DockSpace Flags: %d", dockspace_flags); ImGuiID dockspace_id = ImGui::GetID("MyDockSpace"); ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags); } else { ImGui::Text("Docking is not enabled. Set io.ConfigFlags |= ImGuiConfigFlags_DockingEnable."); } ImGui::End(); }