2025-04-01 01:56:49 +00:00
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#include "../Engine/Engine.h"
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2025-04-01 16:45:59 +00:00
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#include "imgui.h"
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#include "imgui_impl_glfw.h"
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#include "imgui_impl_opengl3.h"
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2025-04-01 20:03:18 +00:00
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#include <vector>
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#include <cstdio>
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#include "../Engine/Entity/Entity.h"
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#include "../Engine/Components/TransformComponent.h"
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#include "../Engine/Components/ModelComponent.h"
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#include "../Engine/Components/LightComponent.h"
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2025-04-01 16:45:59 +00:00
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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2025-04-01 20:03:18 +00:00
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#include <glm/gtc/type_ptr.hpp>
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#include "stb_image.h"
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2025-04-02 00:19:53 +00:00
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#include <fstream>
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#include <yaml-cpp/yaml.h>
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2025-04-02 01:28:37 +00:00
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#include "../Engine/Components/Component.h" // For interface base
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2025-04-01 20:03:18 +00:00
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using std::vector;
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// Global light icon texture.
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GLuint g_LightIconTex = 0;
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ImTextureID g_LightIconImTex = 0;
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// Helper function to load a texture.
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bool LoadIconTexture(const char* filepath, GLuint &texOut, ImTextureID &imTexOut) {
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int w, h, channels;
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unsigned char* data = stbi_load(filepath, &w, &h, &channels, 0);
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if (!data) {
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printf("Failed to load icon texture: %s\n", filepath);
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return false;
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}
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// Overwrite loaded data with white pixels (all channels set to 255)
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int total = w * h * channels;
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for (int i = 0; i < total; i++) {
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data[i] = 255;
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}
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glGenTextures(1, &texOut);
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glBindTexture(GL_TEXTURE_2D, texOut);
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GLenum format = (channels == 3) ? GL_RGB : GL_RGBA;
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glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, format, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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stbi_image_free(data);
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imTexOut = (ImTextureID)(intptr_t)texOut;
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return true;
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}
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// Editor camera.
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2025-04-01 16:45:59 +00:00
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struct EditorCamera {
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2025-04-01 20:03:18 +00:00
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glm::vec3 position = glm::vec3(0.0f, 0.0f, 8.0f);
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2025-04-01 16:45:59 +00:00
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float yaw = -90.0f;
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float pitch = 0.0f;
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float speed = 5.0f;
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float sensitivity = 0.1f;
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glm::mat4 view = glm::mat4(1.0f);
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glm::mat4 projection = glm::mat4(1.0f);
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};
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2025-04-01 01:25:39 +00:00
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2025-04-01 16:45:59 +00:00
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EditorCamera editorCamera;
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void ProcessEditorCamera(GLFWwindow* window, float deltaTime) {
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glm::vec3 front;
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front.x = cos(glm::radians(editorCamera.yaw)) * cos(glm::radians(editorCamera.pitch));
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front.y = sin(glm::radians(editorCamera.pitch));
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front.z = sin(glm::radians(editorCamera.yaw)) * cos(glm::radians(editorCamera.pitch));
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front = glm::normalize(front);
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glm::vec3 right = glm::normalize(glm::cross(front, glm::vec3(0,1,0)));
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if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
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editorCamera.position += front * editorCamera.speed * deltaTime;
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if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
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editorCamera.position -= front * editorCamera.speed * deltaTime;
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if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
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editorCamera.position -= right * editorCamera.speed * deltaTime;
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if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
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editorCamera.position += right * editorCamera.speed * deltaTime;
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static double lastX = 0, lastY = 0;
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if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS) {
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double xpos, ypos;
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glfwGetCursorPos(window, &xpos, &ypos);
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if (lastX == 0 && lastY == 0) { lastX = xpos; lastY = ypos; }
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float offsetX = (float)(xpos - lastX);
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float offsetY = (float)(lastY - ypos);
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lastX = xpos;
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lastY = ypos;
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editorCamera.yaw += offsetX * editorCamera.sensitivity;
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editorCamera.pitch += offsetY * editorCamera.sensitivity;
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if (editorCamera.pitch > 89.0f) editorCamera.pitch = 89.0f;
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if (editorCamera.pitch < -89.0f) editorCamera.pitch = -89.0f;
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} else {
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lastX = lastY = 0;
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}
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editorCamera.view = glm::lookAt(editorCamera.position, editorCamera.position + front, glm::vec3(0,1,0));
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}
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int main() {
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if (!Engine::Init())
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2025-04-01 01:25:39 +00:00
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return 1;
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2025-04-01 20:03:18 +00:00
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// Load the light icon.
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LoadIconTexture("assets/icons/light.png", g_LightIconTex, g_LightIconImTex);
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2025-04-01 16:45:59 +00:00
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2025-04-01 01:25:39 +00:00
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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2025-04-01 16:45:59 +00:00
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
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2025-04-01 01:25:39 +00:00
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ImGui::StyleColorsDark();
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2025-04-01 16:45:59 +00:00
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const char* glsl_version = "#version 330";
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ImGui_ImplGlfw_InitForOpenGL(Engine::GetWindow(), true);
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ImGui_ImplOpenGL3_Init(glsl_version);
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2025-04-01 01:25:39 +00:00
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2025-04-01 20:03:18 +00:00
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vector<Entity*> entities;
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// Create two cube entities.
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Entity* cube1 = new Entity(EntityType::CUBE);
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cube1->transform.position = glm::vec3(-2.0f, 0.0f, 0.0f);
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cube1->modelComponent = new ModelComponent();
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cube1->modelComponent->diffuseColor = glm::vec3(0.8f, 0.2f, 0.2f);
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cube1->modelComponent->specularColor = glm::vec3(1.0f, 1.0f, 1.0f);
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cube1->modelComponent->shininess = 32.0f;
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Entity* cube2 = new Entity(EntityType::CUBE);
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cube2->transform.position = glm::vec3(2.0f, 0.0f, 0.0f);
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cube2->modelComponent = new ModelComponent();
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cube2->modelComponent->diffuseColor = glm::vec3(0.2f, 0.8f, 0.2f);
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cube2->modelComponent->specularColor = glm::vec3(1.0f, 1.0f, 1.0f);
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cube2->modelComponent->shininess = 16.0f;
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// Create two light entities.
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Entity* light1 = new Entity(EntityType::LIGHT);
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light1->transform.position = glm::vec3(0.0f, 10.0f, 0.0f);
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light1->lightComponent = new LightComponent();
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light1->lightComponent->color = glm::vec3(1.0f, 1.0f, 1.0f);
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light1->lightComponent->intensity = 1.5f;
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Entity* light2 = new Entity(EntityType::LIGHT);
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light2->transform.position = glm::vec3(0.0f, -10.0f, 0.0f);
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light2->lightComponent = new LightComponent();
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light2->lightComponent->color = glm::vec3(0.2f, 0.2f, 1.0f);
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light2->lightComponent->intensity = 1.0f;
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entities.push_back(cube1);
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entities.push_back(cube2);
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entities.push_back(light1);
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entities.push_back(light2);
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Entity* selectedEntity = nullptr;
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int selectedIndex = -1;
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2025-04-01 01:25:39 +00:00
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2025-04-02 01:28:37 +00:00
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// Variables for the "Change Model" popup.
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static bool showModelPopup = false;
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static char newModelPath[256] = "";
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2025-04-01 20:03:18 +00:00
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float lastFrameTime = (float)glfwGetTime();
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2025-04-01 16:45:59 +00:00
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while (!glfwWindowShouldClose(Engine::GetWindow())) {
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float currentFrameTime = (float)glfwGetTime();
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float deltaTime = currentFrameTime - lastFrameTime;
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lastFrameTime = currentFrameTime;
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ProcessEditorCamera(Engine::GetWindow(), deltaTime);
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int winWidth, winHeight;
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glfwGetFramebufferSize(Engine::GetWindow(), &winWidth, &winHeight);
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editorCamera.projection = glm::perspective(glm::radians(45.0f), (float)winWidth / winHeight, 0.1f, 100.0f);
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Engine::ResizeFramebuffer(winWidth, winHeight);
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2025-04-01 20:03:18 +00:00
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ImTextureID offscreenTexture = Engine::RenderScene(editorCamera.view, editorCamera.projection, editorCamera.position, entities);
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2025-04-01 16:45:59 +00:00
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glViewport(0, 0, winWidth, winHeight);
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2025-04-01 20:03:18 +00:00
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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2025-04-01 16:45:59 +00:00
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glClear(GL_COLOR_BUFFER_BIT);
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2025-04-01 01:25:39 +00:00
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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2025-04-01 16:45:59 +00:00
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ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport(), ImGuiDockNodeFlags_PassthruCentralNode);
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2025-04-02 01:28:37 +00:00
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// Left Panel: Entity List with Add/Remove buttons.
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2025-04-01 20:03:18 +00:00
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ImGui::Begin("Entity List");
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for (int i = 0; i < entities.size(); i++) {
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char label[32];
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sprintf(label, "Entity %d", i);
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2025-04-02 01:28:37 +00:00
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if (ImGui::Selectable(label, selectedIndex == i)) {
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2025-04-01 20:03:18 +00:00
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selectedEntity = entities[i];
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selectedIndex = i;
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}
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}
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2025-04-02 01:28:37 +00:00
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if (ImGui::Button("Add Cube")) {
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Entity* newCube = new Entity(EntityType::CUBE);
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newCube->transform.position = glm::vec3(0.0f);
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newCube->modelComponent = new ModelComponent();
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// Default global model properties.
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newCube->modelComponent->diffuseColor = glm::vec3(1.0f);
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newCube->modelComponent->specularColor = glm::vec3(1.0f);
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newCube->modelComponent->shininess = 32.0f;
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entities.push_back(newCube);
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}
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ImGui::SameLine();
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if (ImGui::Button("Add Light")) {
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Entity* newLight = new Entity(EntityType::LIGHT);
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newLight->transform.position = glm::vec3(0.0f);
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newLight->lightComponent = new LightComponent();
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newLight->lightComponent->color = glm::vec3(1.0f);
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newLight->lightComponent->intensity = 1.0f;
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entities.push_back(newLight);
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}
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if (selectedEntity && ImGui::Button("Remove Selected")) {
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// Remove selected entity.
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auto it = std::find(entities.begin(), entities.end(), selectedEntity);
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if (it != entities.end()) {
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delete *it;
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entities.erase(it);
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selectedEntity = nullptr;
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selectedIndex = -1;
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}
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}
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2025-04-01 20:03:18 +00:00
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ImGui::End();
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2025-04-01 01:25:39 +00:00
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2025-04-01 20:03:18 +00:00
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// Right Panel: Entity Inspector.
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ImGui::Begin("Entity Inspector");
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if (selectedEntity) {
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ImGui::Text("Transform");
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ImGui::DragFloat3("Position", glm::value_ptr(selectedEntity->transform.position), 0.1f);
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ImGui::DragFloat3("Rotation", glm::value_ptr(selectedEntity->transform.rotation), 0.5f);
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ImGui::DragFloat3("Scale", glm::value_ptr(selectedEntity->transform.scale), 0.1f);
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if (selectedEntity->GetType() == EntityType::CUBE && selectedEntity->modelComponent) {
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ImGui::Separator();
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ImGui::Text("Model Properties");
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ImGui::ColorEdit3("Diffuse", glm::value_ptr(selectedEntity->modelComponent->diffuseColor));
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ImGui::ColorEdit3("Specular", glm::value_ptr(selectedEntity->modelComponent->specularColor));
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ImGui::DragFloat("Shininess", &selectedEntity->modelComponent->shininess, 1.0f, 1.0f, 128.0f);
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2025-04-02 01:28:37 +00:00
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// Button to open model editor popup.
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if (ImGui::Button("Change Model")) {
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showModelPopup = true;
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// Pre-fill popup with current model path.
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strncpy(newModelPath, selectedEntity->modelComponent->modelPath.c_str(), sizeof(newModelPath));
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}
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2025-04-01 20:03:18 +00:00
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}
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if (selectedEntity->GetType() == EntityType::LIGHT && selectedEntity->lightComponent) {
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ImGui::Separator();
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ImGui::Text("Light Properties");
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ImGui::ColorEdit3("Light Color", glm::value_ptr(selectedEntity->lightComponent->color));
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ImGui::DragFloat("Intensity", &selectedEntity->lightComponent->intensity, 0.1f, 0.0f, 10.0f);
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}
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} else {
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ImGui::Text("No entity selected.");
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}
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2025-04-01 16:45:59 +00:00
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ImGui::End();
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2025-04-02 01:28:37 +00:00
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// Model Editor Popup.
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if (showModelPopup && selectedEntity && selectedEntity->modelComponent) {
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ImGui::OpenPopup("Edit Model");
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showModelPopup = false;
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}
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if (ImGui::BeginPopupModal("Edit Model", NULL, ImGuiWindowFlags_AlwaysAutoResize)) {
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ImGui::InputText("Model Path", newModelPath, sizeof(newModelPath));
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if (ImGui::Button("Load Model", ImVec2(120, 0))) {
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// Update the model component with the new model path.
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selectedEntity->modelComponent->LoadModel(newModelPath);
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ImGui::CloseCurrentPopup();
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}
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ImGui::SameLine();
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if (ImGui::Button("Cancel", ImVec2(120, 0))) {
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ImGui::CloseCurrentPopup();
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}
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ImGui::Separator();
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ImGui::Text("Submesh Textures:");
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// Display a grid of textures.
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if (selectedEntity->modelComponent->meshes.empty()) {
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ImGui::Text("None");
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} else {
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int columns = 12; // Change this value for a different number of columns.
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int count = 0;
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for (size_t i = 0; i < selectedEntity->modelComponent->meshes.size(); i++) {
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if (count % columns != 0)
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ImGui::SameLine();
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// Convert the diffuse texture to an ImTextureID.
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ImTextureID texID = (ImTextureID)(intptr_t)(selectedEntity->modelComponent->meshes[i].diffuseTexture);
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// Display the texture image with a fixed size.
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ImGui::Image(texID, ImVec2(64, 64));
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count++;
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}
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}
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ImGui::EndPopup();
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}
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2025-04-02 00:19:53 +00:00
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// New Panel: File Operations (Save/Load).
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ImGui::Begin("Scene File");
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if (ImGui::Button("Save")) {
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YAML::Emitter out;
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out << YAML::BeginMap;
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// Save an array of entities.
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out << YAML::Key << "entities" << YAML::Value << YAML::BeginSeq;
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for (auto e : entities) {
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out << YAML::BeginMap;
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// Save the type.
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out << YAML::Key << "type" << YAML::Value << (e->GetType() == EntityType::CUBE ? "cube" : "light");
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// Save transform.
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out << YAML::Key << "transform" << YAML::Value << e->transform.Save();
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// Save model component if cube.
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if (e->GetType() == EntityType::CUBE && e->modelComponent) {
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out << YAML::Key << "model" << YAML::Value << e->modelComponent->Save();
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}
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// Save light component if light.
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if (e->GetType() == EntityType::LIGHT && e->lightComponent) {
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out << YAML::Key << "light" << YAML::Value << e->lightComponent->Save();
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}
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out << YAML::EndMap;
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}
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out << YAML::EndSeq;
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out << YAML::EndMap;
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std::ofstream fout("default.yaml");
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fout << out.c_str();
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fout.close();
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}
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if (ImGui::Button("Load")) {
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YAML::Node node = YAML::LoadFile("default.yaml");
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if (node["entities"]) {
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YAML::Node entitiesNode = node["entities"];
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int idx = 0;
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for (auto entityNode : entitiesNode) {
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if (idx < entities.size()) {
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// Load transform.
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if (entityNode["transform"])
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entities[idx]->transform.Load(entityNode["transform"]);
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// Load model for cubes.
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if (entities[idx]->GetType() == EntityType::CUBE && entityNode["model"])
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entities[idx]->modelComponent->Load(entityNode["model"]);
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// Load light for lights.
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if (entities[idx]->GetType() == EntityType::LIGHT && entityNode["light"])
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entities[idx]->lightComponent->Load(entityNode["light"]);
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}
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idx++;
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}
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}
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}
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ImGui::End();
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2025-04-01 20:03:18 +00:00
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// Bottom Panel: Rendered Output.
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2025-04-01 16:45:59 +00:00
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ImGui::Begin("Rendered Output");
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ImVec2 viewportSize = ImGui::GetContentRegionAvail();
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ImGui::Image(offscreenTexture, viewportSize, ImVec2(0,1), ImVec2(1,0));
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2025-04-01 01:25:39 +00:00
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ImGui::End();
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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2025-04-01 16:45:59 +00:00
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glfwSwapBuffers(Engine::GetWindow());
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glfwPollEvents();
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2025-04-01 01:25:39 +00:00
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}
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2025-04-01 20:03:18 +00:00
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for (auto e : entities)
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delete e;
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2025-04-01 01:25:39 +00:00
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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2025-04-01 16:45:59 +00:00
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Engine::Shutdown();
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2025-04-01 01:25:39 +00:00
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return 0;
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}
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