feat: Create buffer, vertex array and window classes
This commit is contained in:
parent
5d536e7b71
commit
1b4ce73811
@ -1,6 +1,7 @@
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#ifndef EDITOR_H
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#define EDITOR_H
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#define GLFW_INCLUDE_NONE
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#include "Engine.h"
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#include "UI.h"
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@ -10,21 +11,11 @@ public:
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Editor();
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~Editor();
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void Initialize();
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void Run();
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void Shutdown();
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GLFWwindow* GetWindow() const;
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static void Init();
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static void Run();
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static void Shutdown();
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private:
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GLFWwindow* window;
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Engine engine;
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UI ui;
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int screenWidth = 800;
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int screenHeight = 600;
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void InitializeWindow();
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void InitializeImGui();
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};
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@ -1,34 +0,0 @@
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#ifndef UI_H
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#define UI_H
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#include <GLFW/glfw3.h>
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#include <imgui.h>
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#include <string>
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class UI
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{
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public:
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UI();
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~UI();
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void Initialize(GLFWwindow* window);
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void Run();
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void Render();
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void Shutdown();
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void Print(const std::string& message);
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void ShowMenu();
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void ShowHierarchy();
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void ShowProject();
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void ShowConsole();
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void ShowScene();
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void ShowInspector();
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private:
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ImVec4 clearColor = ImVec4(0.0f, 0.0f, 0.0f, 1.00f);
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ImVec4* styleColors;
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std::string log;
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};
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#endif
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@ -1,6 +1,6 @@
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[Window][DockSpaceViewport_11111111]
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Pos=0,19
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Size=800,581
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Size=900,581
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Collapsed=0
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[Window][Debug##Default]
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@ -9,41 +9,41 @@ Size=400,400
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Collapsed=0
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[Window][Hierarchy]
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Pos=602,19
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Size=198,581
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Pos=710,19
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Size=190,581
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Collapsed=0
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DockId=0x00000006,0
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[Window][Scene]
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Pos=192,19
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Size=408,428
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Pos=199,19
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Size=509,420
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Collapsed=0
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DockId=0x00000003,0
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[Window][Project]
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Pos=192,449
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Size=408,151
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Pos=199,441
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Size=509,159
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Collapsed=0
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DockId=0x00000004,0
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[Window][Console]
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Pos=192,449
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Size=408,151
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Pos=199,441
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Size=509,159
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Collapsed=0
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DockId=0x00000004,1
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[Window][Inspector]
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Pos=0,19
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Size=190,581
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Size=197,581
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Collapsed=0
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DockId=0x00000001,0
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[Docking][Data]
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DockSpace ID=0x8B93E3BD Window=0xA787BDB4 Pos=0,19 Size=800,581 Split=X
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DockNode ID=0x00000005 Parent=0x8B93E3BD SizeRef=600,581 Split=X
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DockNode ID=0x00000001 Parent=0x00000005 SizeRef=190,581 Selected=0xE7039252
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DockNode ID=0x00000002 Parent=0x00000005 SizeRef=408,581 Split=Y
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DockNode ID=0x00000003 Parent=0x00000002 SizeRef=608,428 CentralNode=1 Selected=0xE192E354
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DockNode ID=0x00000004 Parent=0x00000002 SizeRef=608,151 Selected=0xD04A4B96
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DockNode ID=0x00000006 Parent=0x8B93E3BD SizeRef=198,581 Selected=0x29EABFBD
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DockSpace ID=0x8B93E3BD Window=0xA787BDB4 Pos=0,19 Size=900,581 Split=X
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DockNode ID=0x00000005 Parent=0x8B93E3BD SizeRef=708,581 Split=X
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DockNode ID=0x00000001 Parent=0x00000005 SizeRef=197,581 Selected=0xE7039252
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DockNode ID=0x00000002 Parent=0x00000005 SizeRef=509,581 Split=Y
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DockNode ID=0x00000003 Parent=0x00000002 SizeRef=608,420 CentralNode=1 Selected=0xE192E354
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DockNode ID=0x00000004 Parent=0x00000002 SizeRef=608,159 Selected=0xD04A4B96
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DockNode ID=0x00000006 Parent=0x8B93E3BD SizeRef=190,581 Selected=0x29EABFBD
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@ -1,60 +1,22 @@
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#include <iostream>
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#include "Editor.h"
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#include "UI.h"
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Editor::Editor() : window(nullptr){}
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Editor::Editor()= default;
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Editor::~Editor()
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{
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Shutdown();
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}
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void Editor::Initialize()
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void Editor::Init()
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{
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InitializeWindow();
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engine.Initialize(window);
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ui.Initialize(window);
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Run();
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auto engine = Engine();
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engine.Run();
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}
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void Editor::Run() {
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while (!glfwWindowShouldClose(window)) {
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glfwPollEvents();
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ui.Run();
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engine.Render();
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ui.Render();
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glfwSwapBuffers(window);
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}
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}
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void Editor::Shutdown() {
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engine.Shutdown();
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ui.Shutdown();
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glfwDestroyWindow(window);
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glfwTerminate();
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}
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GLFWwindow* Editor::GetWindow() const {
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return window;
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}
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void Editor::InitializeWindow() {
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if (!glfwInit()) {
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std::cerr << "Failed to initialize GLFW" << std::endl;
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return;
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}
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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window = glfwCreateWindow(screenWidth, screenHeight, "Editor", nullptr, nullptr);
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if (!window) {
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std::cerr << "Failed to create GLFW window" << std::endl;
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glfwTerminate();
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return;
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}
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glfwMakeContextCurrent(window);
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glfwSetFramebufferSizeCallback(window, Engine::FramebufferSizeCallback);
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}
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@ -1,8 +1,8 @@
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#include <iostream>
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#include "Editor.h"
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int main(int argc, char** argv)
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{
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Editor editor;
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editor.Initialize();
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Editor::Init();
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std::cout << argv << std::endl;
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}
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@ -1,8 +1,11 @@
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#ifndef ENGINE_H
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#define ENGINE_H
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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#include "Graphics.h"
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#include "Renderer.h"
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#include "Window.h"
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#include "UI.h"
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class Engine
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{
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@ -10,14 +13,17 @@ public:
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Engine();
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~Engine();
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static void FramebufferSizeCallback(GLFWwindow* window, int width, int height);
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Window& GetWindow() const { return *m_Window; }
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void Initialize(GLFWwindow* window);
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static Engine& Get() { return *s_Instance; }
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void Run();
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void Render();
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void Shutdown();
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private:
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Graphics graphics;
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Window* m_Window;
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static Engine* s_Instance;
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};
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#endif
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29
engine/include/FrameBuffer.h
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29
engine/include/FrameBuffer.h
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@ -0,0 +1,29 @@
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#ifndef FRAMEBUFFER_H
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#define FRAMEBUFFER_H
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#include <glad/glad.h>
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#include <iostream>
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#include <glm/glm.hpp>
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class FrameBuffer
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{
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public:
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FrameBuffer();
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FrameBuffer(int width, int height);
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~FrameBuffer();
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unsigned int GetFrameTexture() const;
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static FrameBuffer Create(int width, int height);
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void RescaleFrameBuffer(int width, int height) const;
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void Bind() const;
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static void Unbind();
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void Shutdown() const;
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private:
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unsigned int m_FBO{}, m_RBO{};
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unsigned int m_Texture{};
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};
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#endif
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@ -1,28 +0,0 @@
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#ifndef GRAPHICS_H
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#define GRAPHICS_H
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#include <GLFW/glfw3.h>
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#include "Shader.h"
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class Graphics
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{
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public:
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Graphics();
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~Graphics();
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static void FramebufferSizeCallback(GLFWwindow* window, int width, int height);
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void Initialize(GLFWwindow* window);
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void Render();
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void Shutdown();
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private:
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GLFWwindow* window;
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Shader shader;
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unsigned int VAO, VBO;
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void LoadShaders();
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void SetupBuffers();
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};
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#endif
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39
engine/include/Renderer.h
Normal file
39
engine/include/Renderer.h
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@ -0,0 +1,39 @@
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#ifndef RENDERER_H
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#define RENDERER_H
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#define GLFW_INCLUDE_NONE
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#include <GLFW/glfw3.h>
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#include <iostream>
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#include "VertexArray.h"
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#include "VertexBuffer.h"
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#include "FrameBuffer.h"
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#include "Window.h"
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#include "Shader.h"
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#include "UI.h"
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struct RendererData
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{
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VertexArray* m_VAO;
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VertexBuffer* m_VBO;
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FrameBuffer* m_FBO;
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Shader* m_Shader;
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};
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class Renderer
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{
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public:
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Renderer();
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~Renderer();
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static void Init();
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static void Render();
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static void Shutdown();
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static RendererData s_Data;
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private:
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static void LoadShaders();
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static void SetupBuffers();
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};
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#endif
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@ -1,28 +1,36 @@
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#ifndef SHADER_H
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#define SHADER_H
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#define GLFW_INCLUDE_NONE
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#include <glad/glad.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <string>
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#include <sstream>
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#include <fstream>
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#include <iostream>
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class Shader
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{
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public:
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Shader();
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Shader(const char* vPath, const char* fPath);
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Shader() = default;
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Shader(const std::string& vPath, const std::string& fPath);
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~Shader();
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void Use();
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static Shader Create(const std::string& vPath, const std::string& fPath);
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unsigned int GetID();
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unsigned int GetID() const;
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void Use() const;
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void Shutdown() const;
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void SetBool(const char* name, bool value) const;
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void SetInt(const char* name, int value) const;
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void SetFloat(const char* name, float value) const;
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void SetMat4(const char* name, glm::mat4 value) const;
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private:
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unsigned int ID;
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unsigned int m_ID;
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};
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#endif
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31
engine/include/UI.h
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31
engine/include/UI.h
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@ -0,0 +1,31 @@
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#ifndef UI_H
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#define UI_H
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#define GLFW_INCLUDE_NONE
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#include "FrameBuffer.h"
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#include <GLFW/glfw3.h>
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#include <imgui.h>
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#include <string>
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class UI
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{
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public:
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UI();
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~UI();
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static void Init(GLFWwindow* window);
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static void Run();
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static void Render(const FrameBuffer& sceneBuffer);
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static void Shutdown();
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static void Print(const std::string& message);
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static void ShowMenu();
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static void ShowHierarchy();
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static void ShowProject();
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static void ShowConsole();
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static void ShowScene(const FrameBuffer& sceneBuffer);
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static void ShowInspector();
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};
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#endif
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22
engine/include/VertexArray.h
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22
engine/include/VertexArray.h
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@ -0,0 +1,22 @@
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#ifndef VERTEXARRAY_H
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#define VERTEXARRAY_H
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#include <glad/glad.h>
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class VertexArray
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{
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public:
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VertexArray();
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~VertexArray();
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static VertexArray Create();
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void Bind() const;
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static void Unbind();
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void Shutdown() const;
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private:
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unsigned int m_VAO{};
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};
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#endif
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23
engine/include/VertexBuffer.h
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23
engine/include/VertexBuffer.h
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#ifndef VERTEXBUFFER_H
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#define VERTEXBUFFER_H
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#include <glad/glad.h>
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class VertexBuffer
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{
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public:
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VertexBuffer();
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~VertexBuffer();
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static VertexBuffer Create();
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void Bind() const;
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static void Unbind();
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void SetData(int size, const void* data) const;
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void Shutdown() const;
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private:
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unsigned int m_VBO{};
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};
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#endif
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43
engine/include/Window.h
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43
engine/include/Window.h
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#ifndef WINDOW_H
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#define WINDOW_H
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#include <string>
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#include <iostream>
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struct WindowData
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{
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std::string Title;
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int Width, Height;
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WindowData(): Title("Ferx Engine"), Width(900), Height(600){}
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WindowData(const std::string& title, int width, int height): Title(title), Width(width), Height(height){};
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};
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class Window
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{
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public:
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Window();
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Window(const std::string& title, int width, int height);
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~Window();
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static Window Create();
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static Window Create(const std::string& title, int width, int height);
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static void FramebufferSizeCallback(GLFWwindow* window, int width, int height);
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void Init();
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GLFWwindow* GetWindow() const;
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const std::string& GetTitle() const;
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int GetWidth() const;
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int GetHeight() const;
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void Shutdown();
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private:
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GLFWwindow* m_Window{};
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WindowData m_Data;
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};
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#endif
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#include "Engine.h"
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Engine::Engine(){}
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Engine* Engine::s_Instance = nullptr;
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Engine::Engine()
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{
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s_Instance = this;
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m_Window = new Window();
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Renderer::Init();
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UI::Init(m_Window->GetWindow());
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}
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Engine::~Engine()
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{
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Shutdown();
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}
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void Engine::FramebufferSizeCallback(GLFWwindow* window, int width, int height)
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void Engine::Run()
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{
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Graphics::FramebufferSizeCallback(window, width, height);
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}
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void Engine::Initialize(GLFWwindow* window)
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{
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graphics.Initialize(window);
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}
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void Engine::Render()
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{
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graphics.Render();
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while (!glfwWindowShouldClose(m_Window->GetWindow())) {
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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UI::Run();
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Renderer::Render();
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UI::Render(*Renderer::s_Data.m_FBO);
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glfwSwapBuffers(m_Window->GetWindow());
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glfwPollEvents();
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}
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}
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void Engine::Shutdown()
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{
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graphics.Shutdown();
|
||||
Renderer::Shutdown();
|
||||
}
|
||||
|
||||
|
||||
|
76
engine/src/FrameBuffer.cpp
Normal file
76
engine/src/FrameBuffer.cpp
Normal file
@ -0,0 +1,76 @@
|
||||
#include "FrameBuffer.h"
|
||||
|
||||
FrameBuffer::FrameBuffer() = default;
|
||||
|
||||
FrameBuffer::FrameBuffer(int width, int height)
|
||||
{
|
||||
glGenFramebuffers(1, &m_FBO);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FBO);
|
||||
|
||||
glGenTextures(1, &m_Texture);
|
||||
glBindTexture(GL_TEXTURE_2D, m_Texture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_Texture, 0);
|
||||
|
||||
glGenRenderbuffers(1, &m_RBO);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_RBO);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_RBO);
|
||||
|
||||
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
||||
std::cout << "ERROR::FRAMEBUFFER:: Framebuffer is not complete!" << std::endl;
|
||||
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
||||
}
|
||||
|
||||
FrameBuffer::~FrameBuffer()
|
||||
{
|
||||
glDeleteFramebuffers(1, &m_FBO);
|
||||
glDeleteTextures(1, &m_Texture);
|
||||
glDeleteRenderbuffers(1, &m_RBO);
|
||||
}
|
||||
|
||||
unsigned int FrameBuffer::GetFrameTexture() const
|
||||
{
|
||||
return m_Texture;
|
||||
}
|
||||
|
||||
FrameBuffer FrameBuffer::Create(int width, int height)
|
||||
{
|
||||
return FrameBuffer{width, height};
|
||||
}
|
||||
|
||||
void FrameBuffer::Shutdown() const
|
||||
{
|
||||
glDeleteBuffers(1, &m_FBO);
|
||||
glDeleteBuffers(1, &m_RBO);
|
||||
glDeleteTextures(1, &m_Texture);
|
||||
}
|
||||
|
||||
|
||||
void FrameBuffer::RescaleFrameBuffer(int width, int height) const
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, m_Texture);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_Texture, 0);
|
||||
|
||||
glBindRenderbuffer(GL_RENDERBUFFER, m_RBO);
|
||||
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
|
||||
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, m_RBO);
|
||||
}
|
||||
|
||||
void FrameBuffer::Bind() const
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, m_FBO);
|
||||
}
|
||||
|
||||
void FrameBuffer::Unbind()
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
}
|
@ -1,74 +0,0 @@
|
||||
#include <glad/glad.h>
|
||||
#include <iostream>
|
||||
#include "Graphics.h"
|
||||
#include "Shader.h"
|
||||
|
||||
Graphics::Graphics() : window(nullptr), VAO(0), VBO(0) {}
|
||||
|
||||
Graphics::~Graphics()
|
||||
{
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
void Graphics::Initialize(GLFWwindow* window)
|
||||
{
|
||||
this->window = window;
|
||||
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
||||
std::cerr << "Failed to initialize GLAD" << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
LoadShaders();
|
||||
SetupBuffers();
|
||||
}
|
||||
|
||||
void Graphics::LoadShaders()
|
||||
{
|
||||
shader = Shader(RESOURCES_PATH"shaders/shader.vs", RESOURCES_PATH"shaders/shader.fs");
|
||||
}
|
||||
|
||||
void Graphics::SetupBuffers()
|
||||
{
|
||||
float vertices[] = {
|
||||
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f
|
||||
};
|
||||
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glGenBuffers(1, &VBO);
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(vertices), vertices, GL_STATIC_DRAW);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void Graphics::FramebufferSizeCallback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
void Graphics::Render() {
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
shader.Use();
|
||||
glBindVertexArray(VAO);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
}
|
||||
|
||||
void Graphics::Shutdown()
|
||||
{
|
||||
glDeleteVertexArrays(1, &VAO);
|
||||
glDeleteBuffers(1, &VBO);
|
||||
}
|
74
engine/src/Renderer.cpp
Normal file
74
engine/src/Renderer.cpp
Normal file
@ -0,0 +1,74 @@
|
||||
#include <glad/glad.h>
|
||||
#include "Renderer.h"
|
||||
#include "Engine.h"
|
||||
|
||||
RendererData Renderer::s_Data;
|
||||
|
||||
Renderer::Renderer() = default;
|
||||
|
||||
Renderer::~Renderer()
|
||||
{
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
void Renderer::Init()
|
||||
{
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
||||
std::cerr << "Failed to initialize GLAD" << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
LoadShaders();
|
||||
SetupBuffers();
|
||||
}
|
||||
|
||||
void Renderer::LoadShaders()
|
||||
{
|
||||
s_Data.m_Shader = new Shader(RESOURCES_PATH"shaders/shader.vs", RESOURCES_PATH"shaders/shader.fs");
|
||||
}
|
||||
|
||||
void Renderer::SetupBuffers()
|
||||
{
|
||||
float vertices[] = {
|
||||
0.5f, -0.5f, 0.0f, 1.0f, 0.0f, 0.0f,
|
||||
-0.5f, -0.5f, 0.0f, 0.0f, 1.0f, 0.0f,
|
||||
0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f
|
||||
};
|
||||
|
||||
s_Data.m_FBO = new FrameBuffer(FrameBuffer::Create(Engine::Get().GetWindow().GetWidth(), Engine::Get().GetWindow().GetHeight()));
|
||||
|
||||
s_Data.m_VAO = new VertexArray();
|
||||
s_Data.m_VBO = new VertexBuffer();
|
||||
|
||||
s_Data.m_VAO->Bind();
|
||||
|
||||
s_Data.m_VBO->SetData(sizeof(vertices), vertices);
|
||||
|
||||
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)0);
|
||||
glEnableVertexAttribArray(0);
|
||||
|
||||
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, 6 * sizeof(float), (void*)(3 * sizeof(float)));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
VertexArray::Unbind();
|
||||
VertexBuffer::Unbind();
|
||||
}
|
||||
|
||||
void Renderer::Render() {
|
||||
glClearColor(0.0f, 0.1f, 0.2f, 1.0f);
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
s_Data.m_FBO->Bind();
|
||||
|
||||
s_Data.m_Shader->Use();
|
||||
s_Data.m_VAO->Bind();
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
FrameBuffer::Unbind();
|
||||
}
|
||||
|
||||
void Renderer::Shutdown()
|
||||
{
|
||||
s_Data.m_VAO->Shutdown();
|
||||
s_Data.m_VBO->Shutdown();
|
||||
s_Data.m_FBO->Shutdown();
|
||||
s_Data.m_Shader->Shutdown();
|
||||
}
|
@ -1,12 +1,6 @@
|
||||
#include <glad/glad.h>
|
||||
#include <sstream>
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
#include "Shader.h"
|
||||
|
||||
Shader::Shader(): ID(0){}
|
||||
|
||||
Shader::Shader(const char* vPath, const char* fPath)
|
||||
Shader::Shader(const std::string& vPath, const std::string& fPath)
|
||||
{
|
||||
std::string vCode;
|
||||
std::string fCode;
|
||||
@ -64,15 +58,15 @@ Shader::Shader(const char* vPath, const char* fPath)
|
||||
std::cerr << "ERROR::SHADER::FRAGMENT::COMPILATION_FAILED\n" << infoLog << std::endl;
|
||||
};
|
||||
|
||||
ID = glCreateProgram();
|
||||
glAttachShader(ID, vertex);
|
||||
glAttachShader(ID, fragment);
|
||||
glLinkProgram(ID);
|
||||
m_ID = glCreateProgram();
|
||||
glAttachShader(m_ID, vertex);
|
||||
glAttachShader(m_ID, fragment);
|
||||
glLinkProgram(m_ID);
|
||||
|
||||
glGetProgramiv(ID, GL_LINK_STATUS, &success);
|
||||
glGetProgramiv(m_ID, GL_LINK_STATUS, &success);
|
||||
if(!success)
|
||||
{
|
||||
glGetProgramInfoLog(ID, 512, nullptr, infoLog);
|
||||
glGetProgramInfoLog(m_ID, 512, nullptr, infoLog);
|
||||
std::cerr << "ERROR::SHADER::PROGRAM::LINKING_FAILED\n" << infoLog << std::endl;
|
||||
}
|
||||
|
||||
@ -80,31 +74,44 @@ Shader::Shader(const char* vPath, const char* fPath)
|
||||
glDeleteShader(fragment);
|
||||
}
|
||||
|
||||
Shader::~Shader(){};
|
||||
|
||||
void Shader::Use()
|
||||
Shader::~Shader()
|
||||
{
|
||||
glUseProgram(ID);
|
||||
glDeleteProgram(m_ID);
|
||||
}
|
||||
|
||||
unsigned int Shader::GetID()
|
||||
Shader Shader::Create(const std::string& vPath, const std::string& fPath)
|
||||
{
|
||||
return ID;
|
||||
return Shader{vPath, fPath};
|
||||
}
|
||||
|
||||
void Shader::Use() const
|
||||
{
|
||||
glUseProgram(m_ID);
|
||||
}
|
||||
|
||||
void Shader::Shutdown() const
|
||||
{
|
||||
glDeleteProgram(m_ID);
|
||||
}
|
||||
|
||||
unsigned int Shader::GetID() const
|
||||
{
|
||||
return m_ID;
|
||||
}
|
||||
|
||||
void Shader::SetBool(const char* name, bool value) const
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(ID, name), (int)value);
|
||||
glUniform1i(glGetUniformLocation(m_ID, name), (int)value);
|
||||
}
|
||||
void Shader::SetInt(const char* name, int value) const
|
||||
{
|
||||
glUniform1i(glGetUniformLocation(ID, name), value);
|
||||
glUniform1i(glGetUniformLocation(m_ID, name), value);
|
||||
}
|
||||
void Shader::SetFloat(const char* name, float value) const
|
||||
{
|
||||
glUniform1f(glGetUniformLocation(ID, name), value);
|
||||
glUniform1f(glGetUniformLocation(m_ID, name), value);
|
||||
}
|
||||
void Shader::SetMat4(const char* name, glm::mat4 value) const
|
||||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(ID, name), 1, GL_FALSE, glm::value_ptr(value));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ID, name), 1, GL_FALSE, glm::value_ptr(value));
|
||||
}
|
||||
|
@ -2,20 +2,28 @@
|
||||
#include <imgui_impl_glfw.h>
|
||||
#include <imgui_impl_opengl3.h>
|
||||
#include "UI.h"
|
||||
#include "FrameBuffer.h"
|
||||
#include "Window.h"
|
||||
|
||||
UI::UI(): styleColors(nullptr){}
|
||||
static ImVec4 m_ClearColor;
|
||||
static ImVec4* m_StyleColors;
|
||||
static std::string m_Log;
|
||||
|
||||
UI::~UI(){}
|
||||
UI::UI()= default;
|
||||
|
||||
void UI::Initialize(GLFWwindow* window)
|
||||
UI::~UI()= default;
|
||||
|
||||
void UI::Init(GLFWwindow* window)
|
||||
{
|
||||
m_ClearColor = ImVec4(0.0f, 0.0f, 0.0f, 1.00f);
|
||||
|
||||
IMGUI_CHECKVERSION();
|
||||
ImGui::CreateContext();
|
||||
ImGuiIO& io = ImGui::GetIO(); (void)io;
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
|
||||
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
styleColors = style.Colors;
|
||||
m_StyleColors = style.Colors;
|
||||
ImGui::StyleColorsDark();
|
||||
|
||||
// Setup Platform/Renderer backends
|
||||
@ -29,17 +37,17 @@ void UI::Run()
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
ImGui::DockSpaceOverViewport(ImGui::GetMainViewport());
|
||||
styleColors[ImGuiCol_DockingEmptyBg] = clearColor;
|
||||
m_StyleColors[ImGuiCol_DockingEmptyBg] = m_ClearColor;
|
||||
}
|
||||
|
||||
void UI::Render()
|
||||
void UI::Render(const FrameBuffer& sceneBuffer)
|
||||
{
|
||||
ShowConsole();
|
||||
ShowHierarchy();
|
||||
ShowInspector();
|
||||
ShowMenu();
|
||||
ShowProject();
|
||||
ShowScene();
|
||||
ShowScene(sceneBuffer);
|
||||
|
||||
ImGui::Render();
|
||||
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
|
||||
@ -54,7 +62,7 @@ void UI::Shutdown()
|
||||
|
||||
void UI::Print(const std::string& message)
|
||||
{
|
||||
log = message;
|
||||
m_Log = message;
|
||||
}
|
||||
|
||||
void UI::ShowConsole(){
|
||||
@ -72,7 +80,7 @@ void UI::ShowConsole(){
|
||||
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
|
||||
|
||||
ImGui::Text("%s", log.c_str());
|
||||
ImGui::Text("%s", m_Log.c_str());
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
@ -94,7 +102,7 @@ void UI::ShowInspector()
|
||||
ImGui::Text("This is some useful text.");
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
ImGui::ColorEdit3("clear color", (float*)&clearColor);
|
||||
ImGui::ColorEdit3("clear color", (float*)&m_ClearColor);
|
||||
|
||||
if (ImGui::Button("Button"))
|
||||
counter++;
|
||||
@ -124,10 +132,20 @@ void UI::ShowProject()
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
void UI::ShowScene()
|
||||
void UI::ShowScene(const FrameBuffer& sceneBuffer)
|
||||
{
|
||||
ImGui::Begin("Scene");
|
||||
{
|
||||
ImGui::BeginChild("GameRender");
|
||||
|
||||
ImGui::Image(
|
||||
(ImTextureID)sceneBuffer.GetFrameTexture(),
|
||||
ImGui::GetContentRegionAvail(),
|
||||
ImVec2(0, 1),
|
||||
ImVec2(1, 0)
|
||||
);
|
||||
}
|
||||
ImGui::EndChild();
|
||||
ImGui::End();
|
||||
}
|
||||
|
31
engine/src/VertexArray.cpp
Normal file
31
engine/src/VertexArray.cpp
Normal file
@ -0,0 +1,31 @@
|
||||
#include "VertexArray.h"
|
||||
|
||||
VertexArray::VertexArray()
|
||||
{
|
||||
glGenVertexArrays(1, &m_VAO);
|
||||
}
|
||||
|
||||
VertexArray::~VertexArray()
|
||||
{
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
VertexArray VertexArray::Create()
|
||||
{
|
||||
return VertexArray{};
|
||||
}
|
||||
|
||||
void VertexArray::Bind() const
|
||||
{
|
||||
glBindVertexArray(m_VAO);
|
||||
}
|
||||
|
||||
void VertexArray::Unbind()
|
||||
{
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void VertexArray::Shutdown() const
|
||||
{
|
||||
glDeleteVertexArrays(1, &m_VAO);
|
||||
}
|
36
engine/src/VertexBuffer.cpp
Normal file
36
engine/src/VertexBuffer.cpp
Normal file
@ -0,0 +1,36 @@
|
||||
#include "VertexBuffer.h"
|
||||
|
||||
VertexBuffer::VertexBuffer()
|
||||
{
|
||||
glGenBuffers(1, &m_VBO);
|
||||
}
|
||||
|
||||
VertexBuffer::~VertexBuffer()
|
||||
{
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
VertexBuffer VertexBuffer::Create()
|
||||
{
|
||||
return VertexBuffer{};
|
||||
}
|
||||
|
||||
void VertexBuffer::Bind() const
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
|
||||
}
|
||||
void VertexBuffer::Unbind()
|
||||
{
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
void VertexBuffer::SetData(int size, const void* data) const
|
||||
{
|
||||
Bind();
|
||||
glBufferData(GL_ARRAY_BUFFER, size, data, GL_STATIC_DRAW);
|
||||
}
|
||||
|
||||
void VertexBuffer::Shutdown() const
|
||||
{
|
||||
glDeleteBuffers(1, &m_VBO);
|
||||
}
|
83
engine/src/Window.cpp
Normal file
83
engine/src/Window.cpp
Normal file
@ -0,0 +1,83 @@
|
||||
#include "Window.h"
|
||||
|
||||
Window::Window()
|
||||
{
|
||||
Init();
|
||||
}
|
||||
|
||||
Window::Window(const std::string& title, int width, int height)
|
||||
{
|
||||
m_Data = WindowData{title, width, height};
|
||||
Init();
|
||||
}
|
||||
|
||||
Window::~Window()
|
||||
{
|
||||
Shutdown();
|
||||
}
|
||||
|
||||
void Window::Init()
|
||||
{
|
||||
if (!glfwInit()) {
|
||||
std::cerr << "Failed to initialize GLFW" << std::endl;
|
||||
return;
|
||||
}
|
||||
|
||||
std::cout << "GLFW Initialized" << std::endl;
|
||||
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
|
||||
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
|
||||
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
|
||||
|
||||
m_Window = glfwCreateWindow(m_Data.Width, m_Data.Height, m_Data.Title.c_str(), nullptr, nullptr);
|
||||
if (!m_Window) {
|
||||
std::cerr << "Failed to create GLFW window" << std::endl;
|
||||
glfwTerminate();
|
||||
return;
|
||||
}
|
||||
|
||||
glfwMakeContextCurrent(m_Window);
|
||||
|
||||
glfwSetFramebufferSizeCallback(m_Window, FramebufferSizeCallback);
|
||||
}
|
||||
|
||||
Window Window::Create()
|
||||
{
|
||||
return Window{};
|
||||
}
|
||||
|
||||
Window Window::Create(const std::string& title, int width, int height)
|
||||
{
|
||||
return Window{title, width, height};
|
||||
}
|
||||
|
||||
void Window::FramebufferSizeCallback(GLFWwindow* window, int width, int height)
|
||||
{
|
||||
glViewport(0, 0, width, height);
|
||||
}
|
||||
|
||||
GLFWwindow* Window::GetWindow() const
|
||||
{
|
||||
return m_Window;
|
||||
}
|
||||
|
||||
const std::string& Window::GetTitle() const
|
||||
{
|
||||
return m_Data.Title;
|
||||
}
|
||||
|
||||
int Window::GetWidth() const
|
||||
{
|
||||
return m_Data.Width;
|
||||
}
|
||||
|
||||
int Window::GetHeight() const
|
||||
{
|
||||
return m_Data.Height;
|
||||
}
|
||||
|
||||
|
||||
void Window::Shutdown()
|
||||
{
|
||||
glfwDestroyWindow(m_Window);
|
||||
}
|
Loading…
Reference in New Issue
Block a user