Added some scene editor stuff

This commit is contained in:
OusmBlueNinja 2025-04-01 15:03:18 -05:00
parent fdddafe980
commit 82d561c921
22 changed files with 523 additions and 88 deletions

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@ -2,12 +2,54 @@
#include "imgui.h" #include "imgui.h"
#include "imgui_impl_glfw.h" #include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h" #include "imgui_impl_opengl3.h"
#include <vector>
#include <cstdio>
#include "../Engine/Entity/Entity.h"
#include "../Engine/Components/TransformComponent.h"
#include "../Engine/Components/ModelComponent.h"
#include "../Engine/Components/LightComponent.h"
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include "stb_image.h"
// Simple editor camera. using std::vector;
// Global light icon texture.
GLuint g_LightIconTex = 0;
ImTextureID g_LightIconImTex = 0;
// Helper function to load a texture.
bool LoadIconTexture(const char* filepath, GLuint &texOut, ImTextureID &imTexOut) {
int w, h, channels;
unsigned char* data = stbi_load(filepath, &w, &h, &channels, 0);
if (!data) {
printf("Failed to load icon texture: %s\n", filepath);
return false;
}
// Overwrite loaded data with white pixels (all channels set to 255)
int total = w * h * channels;
for (int i = 0; i < total; i++) {
data[i] = 255;
}
glGenTextures(1, &texOut);
glBindTexture(GL_TEXTURE_2D, texOut);
GLenum format = (channels == 3) ? GL_RGB : GL_RGBA;
glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
stbi_image_free(data);
imTexOut = (ImTextureID)(intptr_t)texOut;
return true;
}
// Editor camera.
struct EditorCamera { struct EditorCamera {
glm::vec3 position = glm::vec3(0.0f, 0.0f, 5.0f); glm::vec3 position = glm::vec3(0.0f, 0.0f, 8.0f);
float yaw = -90.0f; float yaw = -90.0f;
float pitch = 0.0f; float pitch = 0.0f;
float speed = 5.0f; float speed = 5.0f;
@ -25,7 +67,6 @@ void ProcessEditorCamera(GLFWwindow* window, float deltaTime) {
front.z = sin(glm::radians(editorCamera.yaw)) * cos(glm::radians(editorCamera.pitch)); front.z = sin(glm::radians(editorCamera.yaw)) * cos(glm::radians(editorCamera.pitch));
front = glm::normalize(front); front = glm::normalize(front);
glm::vec3 right = glm::normalize(glm::cross(front, glm::vec3(0,1,0))); glm::vec3 right = glm::normalize(glm::cross(front, glm::vec3(0,1,0)));
if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
editorCamera.position += front * editorCamera.speed * deltaTime; editorCamera.position += front * editorCamera.speed * deltaTime;
if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
@ -34,7 +75,6 @@ void ProcessEditorCamera(GLFWwindow* window, float deltaTime) {
editorCamera.position -= right * editorCamera.speed * deltaTime; editorCamera.position -= right * editorCamera.speed * deltaTime;
if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
editorCamera.position += right * editorCamera.speed * deltaTime; editorCamera.position += right * editorCamera.speed * deltaTime;
static double lastX = 0, lastY = 0; static double lastX = 0, lastY = 0;
if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS) { if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS) {
double xpos, ypos; double xpos, ypos;
@ -57,20 +97,56 @@ void ProcessEditorCamera(GLFWwindow* window, float deltaTime) {
int main() { int main() {
if (!Engine::Init()) if (!Engine::Init())
return 1; return 1;
// Load the light icon.
LoadIconTexture("assets/icons/light.png", g_LightIconTex, g_LightIconImTex);
// Setup ImGui.
IMGUI_CHECKVERSION(); IMGUI_CHECKVERSION();
ImGui::CreateContext(); ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
ImGui::StyleColorsDark(); ImGui::StyleColorsDark();
const char* glsl_version = "#version 330"; const char* glsl_version = "#version 330";
ImGui_ImplGlfw_InitForOpenGL(Engine::GetWindow(), true); ImGui_ImplGlfw_InitForOpenGL(Engine::GetWindow(), true);
ImGui_ImplOpenGL3_Init(glsl_version); ImGui_ImplOpenGL3_Init(glsl_version);
float lastFrameTime = (float)glfwGetTime(); vector<Entity*> entities;
// Create two cube entities.
Entity* cube1 = new Entity(EntityType::CUBE);
cube1->transform.position = glm::vec3(-2.0f, 0.0f, 0.0f);
cube1->modelComponent = new ModelComponent();
cube1->modelComponent->diffuseColor = glm::vec3(0.8f, 0.2f, 0.2f);
cube1->modelComponent->specularColor = glm::vec3(1.0f, 1.0f, 1.0f);
cube1->modelComponent->shininess = 32.0f;
Entity* cube2 = new Entity(EntityType::CUBE);
cube2->transform.position = glm::vec3(2.0f, 0.0f, 0.0f);
cube2->modelComponent = new ModelComponent();
cube2->modelComponent->diffuseColor = glm::vec3(0.2f, 0.8f, 0.2f);
cube2->modelComponent->specularColor = glm::vec3(1.0f, 1.0f, 1.0f);
cube2->modelComponent->shininess = 16.0f;
// Create two light entities.
Entity* light1 = new Entity(EntityType::LIGHT);
light1->transform.position = glm::vec3(0.0f, 10.0f, 0.0f);
light1->lightComponent = new LightComponent();
light1->lightComponent->color = glm::vec3(1.0f, 1.0f, 1.0f);
light1->lightComponent->intensity = 1.5f;
Entity* light2 = new Entity(EntityType::LIGHT);
light2->transform.position = glm::vec3(0.0f, -10.0f, 0.0f);
light2->lightComponent = new LightComponent();
light2->lightComponent->color = glm::vec3(0.2f, 0.2f, 1.0f);
light2->lightComponent->intensity = 1.0f;
entities.push_back(cube1);
entities.push_back(cube2);
entities.push_back(light1);
entities.push_back(light2);
Entity* selectedEntity = nullptr;
int selectedIndex = -1;
float lastFrameTime = (float)glfwGetTime();
while (!glfwWindowShouldClose(Engine::GetWindow())) { while (!glfwWindowShouldClose(Engine::GetWindow())) {
float currentFrameTime = (float)glfwGetTime(); float currentFrameTime = (float)glfwGetTime();
float deltaTime = currentFrameTime - lastFrameTime; float deltaTime = currentFrameTime - lastFrameTime;
@ -78,45 +154,71 @@ int main() {
ProcessEditorCamera(Engine::GetWindow(), deltaTime); ProcessEditorCamera(Engine::GetWindow(), deltaTime);
// Update editor camera projection based on the window size.
int winWidth, winHeight; int winWidth, winHeight;
glfwGetFramebufferSize(Engine::GetWindow(), &winWidth, &winHeight); glfwGetFramebufferSize(Engine::GetWindow(), &winWidth, &winHeight);
editorCamera.projection = glm::perspective(glm::radians(45.0f), (float)winWidth / winHeight, 0.1f, 100.0f); editorCamera.projection = glm::perspective(glm::radians(45.0f), (float)winWidth / winHeight, 0.1f, 100.0f);
// Offscreen rendering: Resize framebuffer and render scene.
Engine::ResizeFramebuffer(winWidth, winHeight); Engine::ResizeFramebuffer(winWidth, winHeight);
ImTextureID offscreenTexture = Engine::RenderScene(editorCamera.view, editorCamera.projection, editorCamera.position); ImTextureID offscreenTexture = Engine::RenderScene(editorCamera.view, editorCamera.projection, editorCamera.position, entities);
// Clear the default framebuffer background.
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, winWidth, winHeight); glViewport(0, 0, winWidth, winHeight);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); // Clear with black (or choose any color). glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
// Start a single ImGui frame.
ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame(); ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame(); ImGui::NewFrame();
// Create a full-viewport dock space.
ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport(), ImGuiDockNodeFlags_PassthruCentralNode); ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport(), ImGuiDockNodeFlags_PassthruCentralNode);
// Left Panel: Entity List.
// Create an "Editor Panel" window. ImGui::Begin("Entity List");
ImGui::Begin("Editor Panel"); for (int i = 0; i < entities.size(); i++) {
ImGui::Text("Welcome to the Editor!"); char label[32];
// (Additional UI elements can go here.) sprintf(label, "Entity %d", i);
if (ImGui::Selectable(label, selectedIndex == i))
selectedIndex = i;
if (ImGui::IsItemClicked()) {
selectedEntity = entities[i];
selectedIndex = i;
}
}
ImGui::End(); ImGui::End();
// Create a "Rendered Output" window. // Right Panel: Entity Inspector.
ImGui::Begin("Entity Inspector");
if (selectedEntity) {
ImGui::Text("Transform");
ImGui::DragFloat3("Position", glm::value_ptr(selectedEntity->transform.position), 0.1f);
ImGui::DragFloat3("Rotation", glm::value_ptr(selectedEntity->transform.rotation), 0.5f);
ImGui::DragFloat3("Scale", glm::value_ptr(selectedEntity->transform.scale), 0.1f);
if (selectedEntity->GetType() == EntityType::CUBE && selectedEntity->modelComponent) {
ImGui::Separator();
ImGui::Text("Model Properties");
ImGui::ColorEdit3("Diffuse", glm::value_ptr(selectedEntity->modelComponent->diffuseColor));
ImGui::ColorEdit3("Specular", glm::value_ptr(selectedEntity->modelComponent->specularColor));
ImGui::DragFloat("Shininess", &selectedEntity->modelComponent->shininess, 1.0f, 1.0f, 128.0f);
}
if (selectedEntity->GetType() == EntityType::LIGHT && selectedEntity->lightComponent) {
ImGui::Separator();
ImGui::Text("Light Properties");
ImGui::ColorEdit3("Light Color", glm::value_ptr(selectedEntity->lightComponent->color));
ImGui::DragFloat("Intensity", &selectedEntity->lightComponent->intensity, 0.1f, 0.0f, 10.0f);
}
} else {
ImGui::Text("No entity selected.");
}
ImGui::End();
// Bottom Panel: Rendered Output.
ImGui::Begin("Rendered Output"); ImGui::Begin("Rendered Output");
// Get available region size for the rendered output.
ImVec2 viewportSize = ImGui::GetContentRegionAvail(); ImVec2 viewportSize = ImGui::GetContentRegionAvail();
// Display the offscreen texture. The UVs are flipped to correct the upside-down image.
ImGui::Image(offscreenTexture, viewportSize, ImVec2(0,1), ImVec2(1,0)); ImGui::Image(offscreenTexture, viewportSize, ImVec2(0,1), ImVec2(1,0));
ImGui::End(); ImGui::End();
// Finalize and render the ImGui frame.
ImGui::Render(); ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
@ -124,6 +226,9 @@ int main() {
glfwPollEvents(); glfwPollEvents();
} }
for (auto e : entities)
delete e;
ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown(); ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext(); ImGui::DestroyContext();

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@ -0,0 +1,9 @@
#include "LightComponent.h"
LightComponent::LightComponent()
: color(1.0f, 1.0f, 1.0f),
intensity(1.0f) {
}
LightComponent::~LightComponent() {
}

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@ -0,0 +1,16 @@
#ifndef LIGHT_COMPONENT_H
#define LIGHT_COMPONENT_H
#include <glm/glm.hpp>
class LightComponent {
public:
LightComponent();
~LightComponent();
// Light properties.
glm::vec3 color;
float intensity;
};
#endif // LIGHT_COMPONENT_H

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@ -0,0 +1,10 @@
#include "ModelComponent.h"
ModelComponent::ModelComponent()
: diffuseColor(1.0f, 1.0f, 1.0f),
specularColor(1.0f, 1.0f, 1.0f),
shininess(32.0f) {
}
ModelComponent::~ModelComponent() {
}

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@ -0,0 +1,17 @@
#ifndef MODEL_COMPONENT_H
#define MODEL_COMPONENT_H
#include <glm/glm.hpp>
class ModelComponent {
public:
ModelComponent();
~ModelComponent();
// Material properties.
glm::vec3 diffuseColor;
glm::vec3 specularColor;
float shininess;
};
#endif // MODEL_COMPONENT_H

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@ -0,0 +1,18 @@
#include "TransformComponent.h"
TransformComponent::TransformComponent()
: position(0.0f), rotation(0.0f), scale(1.0f) {
}
TransformComponent::~TransformComponent() {
}
glm::mat4 TransformComponent::GetMatrix() const {
glm::mat4 trans = glm::translate(glm::mat4(1.0f), position);
glm::mat4 rotX = glm::rotate(glm::mat4(1.0f), glm::radians(rotation.x), glm::vec3(1,0,0));
glm::mat4 rotY = glm::rotate(glm::mat4(1.0f), glm::radians(rotation.y), glm::vec3(0,1,0));
glm::mat4 rotZ = glm::rotate(glm::mat4(1.0f), glm::radians(rotation.z), glm::vec3(0,0,1));
glm::mat4 rot = rotZ * rotY * rotX;
glm::mat4 scl = glm::scale(glm::mat4(1.0f), scale);
return trans * rot * scl;
}

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@ -0,0 +1,20 @@
#ifndef TRANSFORM_COMPONENT_H
#define TRANSFORM_COMPONENT_H
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
class TransformComponent {
public:
TransformComponent();
~TransformComponent();
glm::vec3 position;
glm::vec3 rotation; // Euler angles (pitch, yaw, roll) in degrees.
glm::vec3 scale;
// Returns the world transform matrix.
glm::mat4 GetMatrix() const;
};
#endif // TRANSFORM_COMPONENT_H

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@ -2,6 +2,7 @@
#define ENGINE_H #define ENGINE_H
#include <iostream> #include <iostream>
#include <vector>
#include <GL/glew.h> #include <GL/glew.h>
#include <GLFW/glfw3.h> #include <GLFW/glfw3.h>
#include "imgui.h" #include "imgui.h"
@ -14,6 +15,8 @@
#include "Components/Component.h" #include "Components/Component.h"
#include "Components/Camera.h" #include "Components/Camera.h"
// Forward declaration of Entity.
class Entity;
class Engine { class Engine {
public: public:
@ -22,17 +25,14 @@ public:
// Initializes GLFW, GLEW, and sets up the main window and offscreen framebuffer. // Initializes GLFW, GLEW, and sets up the main window and offscreen framebuffer.
static bool Init(); static bool Init();
// Returns the main GLFW window. // Returns the main GLFW window.
static GLFWwindow* GetWindow(); static GLFWwindow* GetWindow();
// Clean up resources and shutdown GLFW. // Clean up resources and shutdown GLFW.
static void Shutdown(); static void Shutdown();
// Offscreen render function that uses the provided camera parameters. // Offscreen render function that uses the provided camera parameters and renders the scene
// It renders the scene (e.g., a spinning cube with red lighting) offscreen // (with entities) offscreen. Returns the color attachment as an ImTextureID.
// and returns its color attachment as an ImTextureID. static ImTextureID RenderScene(const glm::mat4 &view, const glm::mat4 &projection, const glm::vec3 &viewPos, const std::vector<Entity*>& entities);
static ImTextureID RenderScene(const glm::mat4 &view, const glm::mat4 &projection, const glm::vec3 &viewPos);
// Resizes the offscreen framebuffer to the given dimensions. // Resizes the offscreen framebuffer to the given dimensions.
static void ResizeFramebuffer(int width, int height); static void ResizeFramebuffer(int width, int height);
@ -40,29 +40,35 @@ public:
// Retrieves the final rendered texture. // Retrieves the final rendered texture.
static ImTextureID GetFinalRenderingTexture(); static ImTextureID GetFinalRenderingTexture();
// --- Billboard Rendering for 3D Icons ---
// Billboard shader and VAO for drawing icons (e.g., light icons) as billboards in 3D space.
static GLuint billboardShaderProgram;
static GLuint billboardVAO;
// Sets up billboard resources.
static bool SetupBillboard();
// Draws a billboarded icon at the given world position with a specified size.
static void DrawIconIn3DSpace(const glm::vec3 &worldPos, const glm::vec2 &size, ImTextureID texture, const glm::mat4 &view, const glm::mat4 &projection);
// Iterates over entities and draws icons for those of the appropriate type.
static void DrawIconsIn3DSpace(const std::vector<Entity*>& entities, const glm::mat4 &view, const glm::mat4 &projection, ImTextureID iconTexture);
private: private:
// Offscreen framebuffer and its attachments. // Offscreen framebuffer and its attachments.
static GLuint framebuffer; static GLuint framebuffer;
static GLuint colorTexture; static GLuint colorTexture;
static GLuint depthRenderbuffer; static GLuint depthRenderbuffer;
// Geometry for a simple cube. // Geometry for a simple cube.
static GLuint cubeVAO; static GLuint cubeVAO;
static GLuint cubeVBO; static GLuint cubeVBO;
// Shader program used for rendering the scene. // Shader program used for rendering the scene.
static GLuint shaderProgram; static GLuint shaderProgram;
// Rotation angle for the spinning cube (or animated models).
// Rotation angle for the spinning cube.
static float rotationAngle; static float rotationAngle;
// Current offscreen framebuffer dimensions. // Current offscreen framebuffer dimensions.
static int fbWidth; static int fbWidth;
static int fbHeight; static int fbHeight;
// Helper function to compile and link shaders. // Helper function to compile and link shaders.
static GLuint CompileShader(const char* vertexSrc, const char* fragmentSrc); static GLuint CompileShader(const char* vertexSrc, const char* fragmentSrc);
// Sets up cube geometry and shader (called during initialization). // Sets up cube geometry and shader (called during initialization).
static bool SetupScene(); static bool SetupScene();
}; };

20
Engine/Entity/Entity.cpp Normal file
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@ -0,0 +1,20 @@
#include "Entity.h"
Entity::Entity(EntityType type)
: type(type), modelComponent(nullptr), lightComponent(nullptr) {
}
Entity::~Entity() {
if(modelComponent) {
delete modelComponent;
modelComponent = nullptr;
}
if(lightComponent) {
delete lightComponent;
lightComponent = nullptr;
}
}
EntityType Entity::GetType() const {
return type;
}

30
Engine/Entity/Entity.h Normal file
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@ -0,0 +1,30 @@
#ifndef ENTITY_H
#define ENTITY_H
#include "../Components/TransformComponent.h"
#include "../Components/ModelComponent.h"
#include "../Components/LightComponent.h"
enum class EntityType {
CUBE,
LIGHT
};
class Entity {
public:
Entity(EntityType type);
virtual ~Entity();
EntityType GetType() const;
// Components.
TransformComponent transform;
// Optional components (set to non-null if the entity has them).
ModelComponent* modelComponent;
LightComponent* lightComponent;
private:
EntityType type;
};
#endif // ENTITY_H

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@ -3,7 +3,7 @@
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>
#define STB_IMAGE_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h" #include "stb_image.h"
#include "Entity/Entity.h"
// Static member definitions. // Static member definitions.
GLFWwindow* Engine::window = nullptr; GLFWwindow* Engine::window = nullptr;
GLuint Engine::framebuffer = 0; GLuint Engine::framebuffer = 0;
@ -18,6 +18,9 @@ int Engine::fbHeight = 400;
GLuint normalMapTexture = 0; // Global texture for the normal map GLuint normalMapTexture = 0; // Global texture for the normal map
GLuint Engine::billboardShaderProgram = 0;
GLuint Engine::billboardVAO = 0;
bool Engine::Init() { bool Engine::Init() {
if (!glfwInit()) { if (!glfwInit()) {
std::cout << "Failed to initialize GLFW\n"; std::cout << "Failed to initialize GLFW\n";
@ -153,6 +156,111 @@ GLuint Engine::CompileShader(const char* vertexSrc, const char* fragmentSrc) {
return program; return program;
} }
bool Engine::SetupBillboard() {
// Simple billboard vertex shader.
const char* billboardVertexSrc = R"(
#version 330 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec2 aTexCoords;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
out vec2 TexCoords;
void main() {
TexCoords = aTexCoords;
gl_Position = projection * view * model * vec4(aPos, 1.0);
}
)";
// Simple billboard fragment shader.
const char* billboardFragmentSrc = R"(
#version 330 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D billboardTexture;
void main() {
FragColor = texture(billboardTexture, TexCoords);
}
)";
billboardShaderProgram = CompileShader(billboardVertexSrc, billboardFragmentSrc);
if (billboardShaderProgram == 0) return false;
// Define a quad (two triangles) for the billboard.
float quadVertices[] = {
// positions // texcoords
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.0f, 1.0f, 1.0f
};
GLuint VBO;
glGenVertexArrays(1, &billboardVAO);
glGenBuffers(1, &VBO);
glBindVertexArray(billboardVAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), quadVertices, GL_STATIC_DRAW);
// position attribute.
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)0);
glEnableVertexAttribArray(0);
// texcoord attribute.
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 5 * sizeof(float), (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
glDeleteBuffers(1, &VBO);
return true;
}
void Engine::DrawIconIn3DSpace(const glm::vec3 &worldPos, const glm::vec2 &size, ImTextureID texture, const glm::mat4 &view, const glm::mat4 &projection) {
// Compute billboard matrix (extract inverse rotation from view).
glm::mat4 billboard = glm::mat4(1.0f);
billboard[0] = glm::vec4(view[0][0], view[1][0], view[2][0], 0.0f);
billboard[1] = glm::vec4(view[0][1], view[1][1], view[2][1], 0.0f);
billboard[2] = glm::vec4(view[0][2], view[1][2], view[2][2], 0.0f);
billboard = glm::transpose(billboard);
glm::mat4 model = glm::translate(glm::mat4(1.0f), worldPos);
model *= billboard;
model = glm::scale(model, glm::vec3(size, 1.0f));
glUseProgram(billboardShaderProgram);
glUniformMatrix4fv(glGetUniformLocation(billboardShaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(model));
glUniformMatrix4fv(glGetUniformLocation(billboardShaderProgram, "view"), 1, GL_FALSE, glm::value_ptr(view));
glUniformMatrix4fv(glGetUniformLocation(billboardShaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
// Bind icon texture.
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)texture);
glUniform1i(glGetUniformLocation(billboardShaderProgram, "billboardTexture"), 0);
// Disable depth test so icon appears on top.
glDisable(GL_DEPTH_TEST);
glBindVertexArray(billboardVAO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glBindVertexArray(0);
glEnable(GL_DEPTH_TEST); // Re-enable depth testing.
}
void Engine::DrawIconsIn3DSpace(const std::vector<Entity*>& entities, const glm::mat4 &view, const glm::mat4 &projection, ImTextureID iconTexture) {
for(auto e : entities) {
if(e->GetType() == EntityType::LIGHT) {
// Draw a billboard icon at the light's world position.
DrawIconIn3DSpace(e->transform.position, glm::vec2(1.0f, 1.0f), iconTexture, view, projection);
}
}
}
bool Engine::SetupScene() { bool Engine::SetupScene() {
// Updated cube vertices: each vertex has: // Updated cube vertices: each vertex has:
// position (3), normal (3), texcoord (2), tangent (3) = 11 floats per vertex. // position (3), normal (3), texcoord (2), tangent (3) = 11 floats per vertex.
@ -226,84 +334,91 @@ bool Engine::SetupScene() {
glEnableVertexAttribArray(3); glEnableVertexAttribArray(3);
glBindVertexArray(0); glBindVertexArray(0);
// Vertex shader source.
const char* vertexShaderSrc = R"( const char* vertexShaderSrc = R"(
#version 330 core #version 330 core
layout(location = 0) in vec3 aPos; layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aNormal; layout(location = 1) in vec3 aNormal;
layout(location = 2) in vec2 aTexCoords; layout(location = 2) in vec2 aTexCoords;
layout(location = 3) in vec3 aTangent; layout(location = 3) in vec3 aTangent;
uniform mat4 model; uniform mat4 model;
uniform mat4 view; uniform mat4 view;
uniform mat4 projection; uniform mat4 projection;
out vec3 FragPos; out vec3 FragPos;
out vec3 Normal; out vec3 Normal;
out vec2 TexCoords; out vec2 TexCoords;
out vec3 Tangent; out vec3 Tangent;
void main() { void main() {
FragPos = vec3(model * vec4(aPos, 1.0)); FragPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(transpose(inverse(model))) * aNormal; Normal = mat3(transpose(inverse(model))) * aNormal;
TexCoords = aTexCoords; TexCoords = aTexCoords;
Tangent = mat3(model) * aTangent; Tangent = mat3(model) * aTangent;
gl_Position = projection * view * vec4(FragPos, 1.0); gl_Position = projection * view * vec4(FragPos, 1.0);
} }
)"; )";
// Fragment shader source with normal mapping.
const char* fragmentShaderSrc = R"( const char* fragmentShaderSrc = R"(
#version 330 core #version 330 core
out vec4 FragColor; out vec4 FragColor;
in vec3 FragPos; in vec3 FragPos;
in vec3 Normal; in vec3 Normal;
in vec2 TexCoords; in vec2 TexCoords;
in vec3 Tangent; in vec3 Tangent;
uniform vec3 lightPos; uniform vec3 lightPositions[2];
uniform vec3 lightColors[2];
uniform int numLights;
uniform vec3 viewPos; uniform vec3 viewPos;
uniform sampler2D normalMap; uniform sampler2D normalMap;
// Material properties.
uniform vec3 materialDiffuse;
uniform vec3 materialSpecular;
uniform float materialShininess;
void main() { void main() {
// Obtain the normal from the normal map in range [0,1] and remap to [-1,1].
vec3 normMap = texture(normalMap, TexCoords).rgb; vec3 normMap = texture(normalMap, TexCoords).rgb;
normMap = normalize(normMap); normMap = normalize(normMap * 2.0 - 1.0);
normMap.z = -normMap.z;
// Calculate TBN matrix. For simplicity, compute bitangent as cross(normal, tangent).
vec3 N = normalize(Normal); vec3 N = normalize(Normal);
vec3 T = normalize(Tangent); vec3 T = normalize(Tangent);
vec3 B = normalize(cross(N, T)); vec3 B = normalize(cross(N, T));
mat3 TBN = mat3(T, B, N); mat3 TBN = mat3(T, B, N);
vec3 perturbedNormal = normalize(TBN * normMap); vec3 perturbedNormal = normalize(TBN * normMap);
// Ambient. vec3 ambient = 0.1 * materialDiffuse;
float ambientStrength = 0.5; vec3 lighting = ambient;
vec3 ambient = ambientStrength * vec3(1.0, 0.0, 1.0); for(int i = 0; i < numLights; i++) {
vec3 lightDir = normalize(lightPositions[i] - FragPos);
// Diffuse. float diff = max(dot(perturbedNormal, lightDir), 0.0);
vec3 lightDir = normalize(lightPos - FragPos); vec3 diffuse = diff * materialDiffuse * lightColors[i];
float diff = max(dot(perturbedNormal, lightDir), 0.0);
vec3 diffuse = diff * vec3(1.0, 1.0, 1.0); vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, perturbedNormal);
// Specular. float spec = pow(max(dot(viewDir, reflectDir), 0.0), materialShininess);
float specularStrength = 0.2; vec3 specular = materialSpecular * spec * lightColors[i];
vec3 viewDir = normalize(viewPos - FragPos);
vec3 reflectDir = reflect(-lightDir, perturbedNormal); lighting += diffuse + specular;
float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32); }
vec3 specular = specularStrength * spec * vec3(1.0); FragColor = vec4(lighting, 1.0);
vec3 result = ambient + diffuse + specular;
FragColor = vec4(result, 1.0);
} }
)"; )";
shaderProgram = CompileShader(vertexShaderSrc, fragmentShaderSrc); shaderProgram = CompileShader(vertexShaderSrc, fragmentShaderSrc);
if (shaderProgram == 0) { if (shaderProgram == 0) {
return false; return false;
} }
if (!SetupBillboard()) {
std::cout << "Failed to set up billboard resources." << std::endl;
return false;
}
// Load normal map from "./normal.png" // Load normal map from "./normal.png"
int texWidth, texHeight, texChannels; int texWidth, texHeight, texChannels;
unsigned char* data = stbi_load("./normal.jpg", &texWidth, &texHeight, &texChannels, 0); unsigned char* data = stbi_load("./normal.jpg", &texWidth, &texHeight, &texChannels, 0);
@ -330,7 +445,7 @@ bool Engine::SetupScene() {
return true; return true;
} }
ImTextureID Engine::RenderScene(const glm::mat4 &view, const glm::mat4 &projection, const glm::vec3 &viewPos) { ImTextureID Engine::RenderScene(const glm::mat4 &view, const glm::mat4 &projection, const glm::vec3 &viewPos, const std::vector<Entity*>& entities) {
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
glViewport(0, 0, fbWidth, fbHeight); glViewport(0, 0, fbWidth, fbHeight);
glEnable(GL_DEPTH_TEST); glEnable(GL_DEPTH_TEST);
@ -342,24 +457,50 @@ ImTextureID Engine::RenderScene(const glm::mat4 &view, const glm::mat4 &projecti
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(projection)); glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "projection"), 1, GL_FALSE, glm::value_ptr(projection));
glUniform3f(glGetUniformLocation(shaderProgram, "viewPos"), viewPos.x, viewPos.y, viewPos.z); glUniform3f(glGetUniformLocation(shaderProgram, "viewPos"), viewPos.x, viewPos.y, viewPos.z);
rotationAngle += 0.001f; // Gather lights (up to 2) from entities of type LIGHT.
glm::mat4 model = glm::rotate(glm::mat4(1.0f), rotationAngle, glm::vec3(1,1,0)); glm::vec3 lightPositions[2] = { glm::vec3(0.0f), glm::vec3(0.0f) };
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(model)); glm::vec3 lightColors[2] = { glm::vec3(1.0f), glm::vec3(1.0f) };
int lightCount = 0;
for (auto e : entities) {
if (e->GetType() == EntityType::LIGHT && lightCount < 2) {
lightPositions[lightCount] = e->transform.position;
if (e->lightComponent) {
lightColors[lightCount] = e->lightComponent->color * e->lightComponent->intensity;
}
lightCount++;
}
}
glUniform1i(glGetUniformLocation(shaderProgram, "numLights"), lightCount);
if (lightCount > 0) {
glUniform3fv(glGetUniformLocation(shaderProgram, "lightPositions"), lightCount, glm::value_ptr(lightPositions[0]));
glUniform3fv(glGetUniformLocation(shaderProgram, "lightColors"), lightCount, glm::value_ptr(lightColors[0]));
}
glUniform3f(glGetUniformLocation(shaderProgram, "lightPos"), 0.0f, 20.0f, 0.0f); // Bind the normal map on texture unit 1.
// Activate texture unit 1 and bind the normal map.
glActiveTexture(GL_TEXTURE1); glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, normalMapTexture); glBindTexture(GL_TEXTURE_2D, normalMapTexture);
// (Assumes that the uniform "normalMap" is already set to 1.)
glBindVertexArray(cubeVAO); // Render cube entities.
glDrawArrays(GL_TRIANGLES, 0, 36); for (auto e : entities) {
if (e->GetType() == EntityType::CUBE && e->modelComponent) {
glm::mat4 modelMatrix = e->transform.GetMatrix();
glUniformMatrix4fv(glGetUniformLocation(shaderProgram, "model"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
glUniform3fv(glGetUniformLocation(shaderProgram, "materialDiffuse"), 1, glm::value_ptr(e->modelComponent->diffuseColor));
glUniform3fv(glGetUniformLocation(shaderProgram, "materialSpecular"), 1, glm::value_ptr(e->modelComponent->specularColor));
glUniform1f(glGetUniformLocation(shaderProgram, "materialShininess"), e->modelComponent->shininess);
glBindVertexArray(cubeVAO);
glDrawArrays(GL_TRIANGLES, 0, 36);
}
}
glBindVertexArray(0); glBindVertexArray(0);
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
return (ImTextureID)(intptr_t)colorTexture; return (ImTextureID)(intptr_t)colorTexture;
} }
ImTextureID Engine::GetFinalRenderingTexture() { ImTextureID Engine::GetFinalRenderingTexture() {
return (ImTextureID)(intptr_t)colorTexture; return (ImTextureID)(intptr_t)colorTexture;
} }

View File

@ -6,7 +6,7 @@ CXXFLAGS := -std=c++20 -Wall -Wextra -O2 -I/c/msys64/mingw64/include -Ivendor/im
LDFLAGS := -Llib -lglfw3 -lopengl32 -lglew32 -lglu32 LDFLAGS := -Llib -lglfw3 -lopengl32 -lglew32 -lglu32
# Source and build directories (including vendor folder) # Source and build directories (including vendor folder)
SRC_DIRS := . Editor Engine vendor/imgui-docking Engine/Components SRC_DIRS := . Editor Engine vendor/imgui-docking Engine/Components Engine/Entity
BUILD_DIR := build BUILD_DIR := build
# Find all source files # Find all source files

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BIN
assets/icons/light.png Normal file

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After

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@ -9,14 +9,13 @@ Size=400,400
Collapsed=0 Collapsed=0
[Window][Editor Panel] [Window][Editor Panel]
Pos=0,0 Size=272,800
Size=333,800
Collapsed=0 Collapsed=0
DockId=0x00000001,0 DockId=0x00000001,0
[Window][Rendered Output] [Window][Rendered Output]
Pos=335,0 Pos=247,0
Size=945,800 Size=772,800
Collapsed=0 Collapsed=0
DockId=0x00000002,0 DockId=0x00000002,0
@ -25,8 +24,24 @@ Pos=176,231
Size=680,444 Size=680,444
Collapsed=0 Collapsed=0
[Docking][Data] [Window][Entity Inspector]
DockSpace ID=0x08BD597D Window=0x1BBC0F80 Pos=0,0 Size=1280,800 Split=X Selected=0xB6999AB4 Pos=1021,0
DockNode ID=0x00000001 Parent=0x08BD597D SizeRef=333,800 Selected=0x5098C5B2 Size=259,800
DockNode ID=0x00000002 Parent=0x08BD597D SizeRef=945,800 CentralNode=1 Selected=0xB6999AB4 Collapsed=0
DockId=0x00000004,0
[Window][Entity List]
Pos=0,0
Size=245,800
Collapsed=0
DockId=0x00000005,0
[Docking][Data]
DockSpace ID=0x08BD597D Window=0x1BBC0F80 Pos=0,0 Size=1280,800 Split=X Selected=0xB6999AB4
DockNode ID=0x00000005 Parent=0x08BD597D SizeRef=245,800 Selected=0x5A1EAB5B
DockNode ID=0x00000006 Parent=0x08BD597D SizeRef=1033,800 Split=X
DockNode ID=0x00000003 Parent=0x00000006 SizeRef=772,800 Split=X
DockNode ID=0x00000001 Parent=0x00000003 SizeRef=272,800 Selected=0x5098C5B2
DockNode ID=0x00000002 Parent=0x00000003 SizeRef=1006,800 CentralNode=1 Selected=0xB6999AB4
DockNode ID=0x00000004 Parent=0x00000006 SizeRef=259,800 Selected=0x82A01C92

28
test.cap Normal file
View File

@ -0,0 +1,28 @@
{
"rdocCaptureSettings": 1,
"settings": {
"autoStart": false,
"commandLine": "",
"environment": [
],
"executable": "C:\\Users\\spenc\\OneDrive\\Documents\\GitHub\\Test\\ThreeLab\\Three-Labs.exe",
"inject": false,
"numQueuedFrames": 0,
"options": {
"allowFullscreen": true,
"allowVSync": true,
"apiValidation": false,
"captureAllCmdLists": false,
"captureCallstacks": false,
"captureCallstacksOnlyDraws": false,
"debugOutputMute": true,
"delayForDebugger": 0,
"hookIntoChildren": false,
"refAllResources": false,
"softMemoryLimit": 0,
"verifyBufferAccess": false
},
"queuedFrameCap": 0,
"workingDir": ""
}
}