#include "../Engine/Engine.h" #include "imgui.h" #include "imgui_impl_glfw.h" #include "imgui_impl_opengl3.h" #include #include #include "../Engine/Entity/Entity.h" #include "../Engine/Components/TransformComponent.h" #include "../Engine/Components/ModelComponent.h" #include "../Engine/Components/LightComponent.h" #include #include #include #include "stb_image.h" 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 { glm::vec3 position = glm::vec3(0.0f, 0.0f, 8.0f); float yaw = -90.0f; float pitch = 0.0f; float speed = 5.0f; float sensitivity = 0.1f; glm::mat4 view = glm::mat4(1.0f); glm::mat4 projection = glm::mat4(1.0f); }; EditorCamera editorCamera; void ProcessEditorCamera(GLFWwindow* window, float deltaTime) { glm::vec3 front; front.x = cos(glm::radians(editorCamera.yaw)) * cos(glm::radians(editorCamera.pitch)); front.y = sin(glm::radians(editorCamera.pitch)); front.z = sin(glm::radians(editorCamera.yaw)) * cos(glm::radians(editorCamera.pitch)); front = glm::normalize(front); glm::vec3 right = glm::normalize(glm::cross(front, glm::vec3(0,1,0))); if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) editorCamera.position += front * editorCamera.speed * deltaTime; if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) editorCamera.position -= front * editorCamera.speed * deltaTime; if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) editorCamera.position -= right * editorCamera.speed * deltaTime; if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) editorCamera.position += right * editorCamera.speed * deltaTime; static double lastX = 0, lastY = 0; if (glfwGetMouseButton(window, GLFW_MOUSE_BUTTON_RIGHT) == GLFW_PRESS) { double xpos, ypos; glfwGetCursorPos(window, &xpos, &ypos); if (lastX == 0 && lastY == 0) { lastX = xpos; lastY = ypos; } float offsetX = (float)(xpos - lastX); float offsetY = (float)(lastY - ypos); lastX = xpos; lastY = ypos; editorCamera.yaw += offsetX * editorCamera.sensitivity; editorCamera.pitch += offsetY * editorCamera.sensitivity; if (editorCamera.pitch > 89.0f) editorCamera.pitch = 89.0f; if (editorCamera.pitch < -89.0f) editorCamera.pitch = -89.0f; } else { lastX = lastY = 0; } editorCamera.view = glm::lookAt(editorCamera.position, editorCamera.position + front, glm::vec3(0,1,0)); } int main() { if (!Engine::Init()) return 1; // Load the light icon. LoadIconTexture("assets/icons/light.png", g_LightIconTex, g_LightIconImTex); IMGUI_CHECKVERSION(); ImGui::CreateContext(); ImGuiIO& io = ImGui::GetIO(); io.ConfigFlags |= ImGuiConfigFlags_DockingEnable; ImGui::StyleColorsDark(); const char* glsl_version = "#version 330"; ImGui_ImplGlfw_InitForOpenGL(Engine::GetWindow(), true); ImGui_ImplOpenGL3_Init(glsl_version); vector 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())) { float currentFrameTime = (float)glfwGetTime(); float deltaTime = currentFrameTime - lastFrameTime; lastFrameTime = currentFrameTime; ProcessEditorCamera(Engine::GetWindow(), deltaTime); int winWidth, winHeight; glfwGetFramebufferSize(Engine::GetWindow(), &winWidth, &winHeight); editorCamera.projection = glm::perspective(glm::radians(45.0f), (float)winWidth / winHeight, 0.1f, 100.0f); Engine::ResizeFramebuffer(winWidth, winHeight); ImTextureID offscreenTexture = Engine::RenderScene(editorCamera.view, editorCamera.projection, editorCamera.position, entities); glBindFramebuffer(GL_FRAMEBUFFER, 0); glViewport(0, 0, winWidth, winHeight); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); ImGui::DockSpaceOverViewport(0, ImGui::GetMainViewport(), ImGuiDockNodeFlags_PassthruCentralNode); // Left Panel: Entity List. ImGui::Begin("Entity List"); for (int i = 0; i < entities.size(); i++) { char label[32]; sprintf(label, "Entity %d", i); if (ImGui::Selectable(label, selectedIndex == i)) selectedIndex = i; if (ImGui::IsItemClicked()) { selectedEntity = entities[i]; selectedIndex = i; } } ImGui::End(); // 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"); ImVec2 viewportSize = ImGui::GetContentRegionAvail(); ImGui::Image(offscreenTexture, viewportSize, ImVec2(0,1), ImVec2(1,0)); ImGui::End(); ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); glfwSwapBuffers(Engine::GetWindow()); glfwPollEvents(); } for (auto e : entities) delete e; ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplGlfw_Shutdown(); ImGui::DestroyContext(); Engine::Shutdown(); return 0; }