feat: Add properties, stb library, and Texture class
This commit is contained in:
parent
c31afc2818
commit
5fceafd553
@ -15,6 +15,7 @@ add_subdirectory(${THIRDPARTY_DIR}/glad)
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add_subdirectory(${THIRDPARTY_DIR}/glfw)
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add_subdirectory(${THIRDPARTY_DIR}/glm)
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add_subdirectory(${THIRDPARTY_DIR}/imgui)
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add_subdirectory(${THIRDPARTY_DIR}/stb)
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# Add engine and editor
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add_subdirectory(engine)
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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=710,19
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Size=190,581
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Pos=0,19
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Size=189,581
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Collapsed=0
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DockId=0x00000006,0
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DockId=0x00000005,0
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[Window][Scene]
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Pos=199,19
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Size=509,420
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Pos=191,19
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Size=510,420
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Collapsed=0
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DockId=0x00000003,0
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[Window][Project]
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Pos=199,441
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Size=509,159
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Pos=191,441
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Size=510,159
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Collapsed=0
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DockId=0x00000004,0
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[Window][Console]
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Pos=199,441
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Size=509,159
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Pos=191,441
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Size=510,159
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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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Pos=703,19
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Size=197,581
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Collapsed=0
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DockId=0x00000001,0
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DockId=0x00000002,0
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[Docking][Data]
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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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DockNode ID=0x00000005 Parent=0x8B93E3BD SizeRef=189,581 Selected=0x29EABFBD
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DockNode ID=0x00000006 Parent=0x8B93E3BD SizeRef=709,581 Split=X
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DockNode ID=0x00000001 Parent=0x00000006 SizeRef=701,581 Split=Y
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DockNode ID=0x00000003 Parent=0x00000001 SizeRef=608,420 CentralNode=1 Selected=0xE192E354
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DockNode ID=0x00000004 Parent=0x00000001 SizeRef=608,159 Selected=0xD04A4B96
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DockNode ID=0x00000002 Parent=0x00000006 SizeRef=197,581 Selected=0xE7039252
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10
editor/resources/shaders/fragment.glsl
Normal file
10
editor/resources/shaders/fragment.glsl
Normal file
@ -0,0 +1,10 @@
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#version 330 core
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out vec4 fragColor;
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in vec3 ourColor;
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uniform vec3 color;
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void main()
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{
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fragColor = vec4(color, 1.0f) * vec4(ourColor, 1.0f);
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}
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@ -2,10 +2,12 @@
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec3 aColor;
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uniform mat4 transform;
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out vec3 ourColor;
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void main()
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{
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gl_Position = vec4(aPos, 1.0f);
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gl_Position = transform * vec4(aPos, 1.0f);
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ourColor = aColor;
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}
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@ -10,10 +10,10 @@ add_library(${PROJECT_NAME})
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if(CMAKE_BUILD_TYPE STREQUAL "Release")
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target_compile_definitions(${PROJECT_NAME} PUBLIC RESOURCES_PATH="./resources/")
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else()
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target_compile_definitions(${PROJECT_NAME} PUBLIC RESOURCES_PATH="${CMAKE_CURRENT_SOURCE_DIR}/resources/")
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target_compile_definitions(${PROJECT_NAME} PUBLIC RESOURCES_PATH="${CMAKE_SOURCE_DIR}/editor/resources/")
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endif()
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target_sources(${PROJECT_NAME} PRIVATE ${ENGINE_SOURCES})
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target_include_directories(${PROJECT_NAME} PUBLIC ${ENGINE_INCLUDE_DIR})
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target_link_libraries(${PROJECT_NAME} glfw glad glm imgui)
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target_link_libraries(${PROJECT_NAME} glfw glad glm imgui stb)
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@ -3,27 +3,28 @@
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#include <glad/glad.h>
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#include <iostream>
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#include <Texture.h>
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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 AttachTexture(int width, int height);
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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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static FrameBuffer Create();
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Texture* GetFrameTexture() 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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Texture* m_Texture;
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};
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#endif
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@ -9,6 +9,7 @@
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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 "Texture.h"
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#include "UI.h"
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struct RendererData
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@ -17,6 +18,7 @@ struct RendererData
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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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Texture* m_Texture;
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};
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class Renderer
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@ -27,11 +29,14 @@ public:
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static void Init();
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static void Render();
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static void End();
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static void Shutdown();
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static RendererData s_Data;
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static RendererData GetData();
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private:
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static RendererData s_Data;
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static void LoadShaders();
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static void SetupBuffers();
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};
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35
engine/include/Texture.h
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35
engine/include/Texture.h
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@ -0,0 +1,35 @@
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#ifndef TEXTURE_H
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#define TEXTURE_H
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#include <glad/glad.h>
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#include <stb_image.h>
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#include <string>
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class Texture
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{
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public:
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Texture();
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~Texture();
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void Init();
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void Shutdown() const;
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void Bind() const;
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void GenerateFromImage(const std::string& path);
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static Texture Create();
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static void ToImage(int width, int height, const unsigned char* data);
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static void GenerateMipmaps();
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unsigned int GetID() const;
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unsigned char* GetTexture() const;
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int GetWidth() const;
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int GetHeight() const;
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int GetNrChannels() const;
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private:
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unsigned int m_Texture{};
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unsigned char* m_Data{};
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int m_Width{}, m_Height{}, m_NrChannels{};
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};
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#endif
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@ -7,6 +7,14 @@
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#include <imgui.h>
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#include <string>
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struct InspectorData
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{
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float m_Position[3];
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float m_Rotation[3];
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float m_Scale[3];
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float m_Color[3] = {1.0f, 1.0f, 1.0f};
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};
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class UI
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{
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public:
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@ -19,6 +27,7 @@ public:
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static void Shutdown();
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static void Print(const std::string& message);
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static InspectorData GetData();
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static void ShowMenu();
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static void ShowHierarchy();
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@ -26,6 +35,9 @@ public:
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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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private:
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static InspectorData s_Data;
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};
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#endif
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@ -5,6 +5,7 @@
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#include <GLFW/glfw3.h>
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#include <string>
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#include <iostream>
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#include <Renderer.h>
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struct WindowData
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{
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@ -1,9 +0,0 @@
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#version 330 core
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out vec4 fragColor;
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in vec3 ourColor;
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void main()
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{
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fragColor = vec4(ourColor, 1.0f);
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}
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@ -20,13 +20,10 @@ Engine::~Engine()
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void Engine::Run()
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{
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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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UI::Render(*Renderer::GetData().m_FBO);
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Renderer::End();
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}
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}
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@ -1,18 +1,17 @@
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#include "FrameBuffer.h"
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FrameBuffer::FrameBuffer() = default;
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FrameBuffer::FrameBuffer(int width, int height)
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FrameBuffer::FrameBuffer()
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{
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glGenFramebuffers(1, &m_FBO);
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glBindFramebuffer(GL_FRAMEBUFFER, m_FBO);
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glGenTextures(1, &m_Texture);
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_Texture, 0);
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m_Texture = new Texture();
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}
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void FrameBuffer::AttachTexture(int width, int height)
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{
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Texture::ToImage(width, height, nullptr);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_Texture->GetID(), 0);
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glGenRenderbuffers(1, &m_RBO);
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glBindRenderbuffer(GL_RENDERBUFFER, m_RBO);
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@ -29,36 +28,34 @@ FrameBuffer::FrameBuffer(int width, int height)
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FrameBuffer::~FrameBuffer()
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{
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glDeleteFramebuffers(1, &m_FBO);
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glDeleteTextures(1, &m_Texture);
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glDeleteRenderbuffers(1, &m_RBO);
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Shutdown();
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}
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unsigned int FrameBuffer::GetFrameTexture() const
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Texture* FrameBuffer::GetFrameTexture() const
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{
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return m_Texture;
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}
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FrameBuffer FrameBuffer::Create(int width, int height)
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FrameBuffer FrameBuffer::Create()
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{
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return FrameBuffer{width, height};
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return FrameBuffer{};
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}
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void FrameBuffer::Shutdown() const
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{
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glDeleteBuffers(1, &m_FBO);
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glDeleteBuffers(1, &m_RBO);
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glDeleteTextures(1, &m_Texture);
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m_Texture->Shutdown();
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}
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void FrameBuffer::RescaleFrameBuffer(int width, int height) const
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{
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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m_Texture->Bind();
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, nullptr);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_Texture, 0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_Texture->GetID(), 0);
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glBindRenderbuffer(GL_RENDERBUFFER, m_RBO);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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@ -22,9 +22,14 @@ void Renderer::Init()
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SetupBuffers();
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}
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RendererData Renderer::GetData()
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{
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return s_Data;
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}
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void Renderer::LoadShaders()
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{
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s_Data.m_Shader = new Shader(RESOURCES_PATH"shaders/shader.vs", RESOURCES_PATH"shaders/shader.fs");
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s_Data.m_Shader = new Shader(RESOURCES_PATH"shaders/vertex.glsl", RESOURCES_PATH"shaders/fragment.glsl");
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}
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void Renderer::SetupBuffers()
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@ -35,7 +40,8 @@ void Renderer::SetupBuffers()
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0.0f, 0.5f, 0.0f, 0.0f, 0.0f, 1.0f
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};
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s_Data.m_FBO = new FrameBuffer(FrameBuffer::Create(Engine::Get().GetWindow().GetWidth(), Engine::Get().GetWindow().GetHeight()));
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s_Data.m_FBO = new FrameBuffer();
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s_Data.m_FBO->AttachTexture(Engine::Get().GetWindow().GetWidth(), Engine::Get().GetWindow().GetHeight());
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s_Data.m_VAO = new VertexArray();
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s_Data.m_VBO = new VertexBuffer();
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@ -60,11 +66,21 @@ void Renderer::Render() {
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s_Data.m_FBO->Bind();
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s_Data.m_Shader->Use();
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auto transform = glm::mat4(1.0f);
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transform = glm::translate(transform, glm::vec3(UI::GetData().m_Position[0], UI::GetData().m_Position[1], UI::GetData().m_Position[2]));
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s_Data.m_Shader->SetMat4("transform", transform);
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glUniform3fv(glGetUniformLocation(s_Data.m_Shader->GetID(), "color"), 1, UI::GetData().m_Color);
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s_Data.m_VAO->Bind();
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glDrawArrays(GL_TRIANGLES, 0, 3);
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FrameBuffer::Unbind();
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}
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void Renderer::End()
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{
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glfwSwapBuffers(Engine::Get().GetWindow().GetWindow());
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glfwPollEvents();
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}
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void Renderer::Shutdown()
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{
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s_Data.m_VAO->Shutdown();
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93
engine/src/Texture.cpp
Normal file
93
engine/src/Texture.cpp
Normal file
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#include "UI.h"
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#include "Texture.h"
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Texture::Texture()
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{
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Init();
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}
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Texture::~Texture()
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{
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Shutdown();
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}
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void Texture::Init()
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{
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glGenTextures(1, &m_Texture);
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Bind();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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void Texture::Bind() const
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{
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glBindTexture(GL_TEXTURE_2D, m_Texture);
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}
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void Texture::Shutdown() const
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{
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glDeleteTextures(1, &m_Texture);
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}
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void Texture::GenerateFromImage(const std::string& path)
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{
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m_Data = stbi_load(path.c_str(), &m_Width, &m_Height, &m_NrChannels, 0);
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if (m_Data)
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{
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ToImage(m_Width, m_Height, m_Data);
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GenerateMipmaps();
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}
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else
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{
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UI::Print("Failed to load texture: " + path);
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}
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stbi_image_free(m_Data);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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void Texture::ToImage(int width, int height, const unsigned char* data)
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{
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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}
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void Texture::GenerateMipmaps()
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{
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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}
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Texture Texture::Create()
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{
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return Texture{};
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}
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unsigned int Texture::GetID() const
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{
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return m_Texture;
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}
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int Texture::GetWidth() const
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{
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return m_Width;
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}
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int Texture::GetHeight() const
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{
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return m_Height;
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}
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unsigned char* Texture::GetTexture() const
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{
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return m_Data;
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}
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int Texture::GetNrChannels() const
|
||||
{
|
||||
return m_NrChannels;
|
||||
}
|
@ -8,6 +8,7 @@
|
||||
static ImVec4 m_ClearColor;
|
||||
static ImVec4* m_StyleColors;
|
||||
static std::string m_Log;
|
||||
InspectorData UI::s_Data;
|
||||
|
||||
UI::UI()= default;
|
||||
|
||||
@ -23,6 +24,11 @@ void UI::Init(GLFWwindow* window)
|
||||
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
|
||||
|
||||
ImGuiStyle& style = ImGui::GetStyle();
|
||||
style.WindowBorderSize = 0;
|
||||
style.WindowMenuButtonPosition = 1;
|
||||
style.FrameRounding = 4;
|
||||
style.GrabRounding = 4;
|
||||
style.WindowRounding = 6;
|
||||
m_StyleColors = style.Colors;
|
||||
ImGui::StyleColorsDark();
|
||||
|
||||
@ -31,6 +37,11 @@ void UI::Init(GLFWwindow* window)
|
||||
ImGui_ImplOpenGL3_Init();
|
||||
}
|
||||
|
||||
InspectorData UI::GetData()
|
||||
{
|
||||
return s_Data;
|
||||
}
|
||||
|
||||
void UI::Run()
|
||||
{
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
@ -62,14 +73,14 @@ void UI::Shutdown()
|
||||
|
||||
void UI::Print(const std::string& message)
|
||||
{
|
||||
m_Log = message;
|
||||
m_Log += message + '\n';
|
||||
}
|
||||
|
||||
void UI::ShowConsole(){
|
||||
ImGui::Begin("Console");
|
||||
|
||||
if(ImGui::Button("Clear")){
|
||||
Print("");
|
||||
m_Log.clear();
|
||||
}
|
||||
|
||||
ImGui::SameLine();
|
||||
@ -89,25 +100,39 @@ void UI::ShowHierarchy()
|
||||
{
|
||||
ImGui::Begin("Hierarchy");
|
||||
|
||||
ImGui::CollapsingHeader("Triangle");
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
void UI::ShowInspector()
|
||||
{
|
||||
static float f = 0.0f;
|
||||
static int counter = 0;
|
||||
|
||||
ImGui::Begin("Inspector");
|
||||
|
||||
ImGui::Text("This is some useful text.");
|
||||
ImGui::SeparatorText("Triangle");
|
||||
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
ImGui::ColorEdit3("clear color", (float*)&m_ClearColor);
|
||||
ImGui::BeginGroup();
|
||||
{
|
||||
ImGui::Text("Transform");
|
||||
ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(1.0f, 0.0f, 0.0f, 1.0f));
|
||||
ImGui::DragFloat3("Position", s_Data.m_Position, 0.2f);
|
||||
ImGui::PopStyleColor();
|
||||
ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.0f, 1.0f, 0.0f, 1.0f));
|
||||
ImGui::DragFloat3("Rotation", s_Data.m_Rotation, 0.4f);
|
||||
ImGui::PopStyleColor();
|
||||
ImGui::PushStyleColor(ImGuiCol_FrameBg, ImVec4(0.0f, 0.0f, 1.0f, 1.0f));
|
||||
ImGui::DragFloat3("Scale", s_Data.m_Scale, 0.1f);
|
||||
ImGui::PopStyleColor();
|
||||
}
|
||||
ImGui::EndGroup();
|
||||
|
||||
if (ImGui::Button("Button"))
|
||||
counter++;
|
||||
ImGui::SameLine();
|
||||
ImGui::Text("counter = %d", counter);
|
||||
ImGui::NewLine();
|
||||
|
||||
ImGui::BeginGroup();
|
||||
ImGui::Text("Colors");
|
||||
ImGui::ColorEdit3("Shader Color", s_Data.m_Color);
|
||||
ImGui::ColorEdit3("Clear Color", (float*)&m_ClearColor);
|
||||
ImGui::EndGroup();
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
@ -134,19 +159,22 @@ void UI::ShowProject()
|
||||
|
||||
void UI::ShowScene(const FrameBuffer& sceneBuffer)
|
||||
{
|
||||
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2{0, 0});
|
||||
ImGui::Begin("Scene");
|
||||
{
|
||||
ImGui::BeginChild("GameRender");
|
||||
|
||||
ImGui::Image(
|
||||
(ImTextureID)sceneBuffer.GetFrameTexture(),
|
||||
(ImTextureID)sceneBuffer.GetFrameTexture()->GetID(),
|
||||
ImGui::GetContentRegionAvail(),
|
||||
ImVec2(0, 1),
|
||||
ImVec2(1, 0)
|
||||
);
|
||||
|
||||
ImGui::EndChild();
|
||||
}
|
||||
ImGui::EndChild();
|
||||
ImGui::End();
|
||||
ImGui::PopStyleVar();
|
||||
}
|
||||
|
||||
|
||||
|
11
thirdparty/stb/CMakeLists.txt
vendored
Normal file
11
thirdparty/stb/CMakeLists.txt
vendored
Normal file
@ -0,0 +1,11 @@
|
||||
cmake_minimum_required(VERSION 3.22)
|
||||
|
||||
project(stb)
|
||||
|
||||
file(GLOB_RECURSE SOURCES src/*.cpp)
|
||||
|
||||
add_library(stb)
|
||||
|
||||
target_include_directories(stb PUBLIC include)
|
||||
|
||||
target_sources(stb PRIVATE ${SOURCES})
|
7993
thirdparty/stb/include/stb_image.h
vendored
Normal file
7993
thirdparty/stb/include/stb_image.h
vendored
Normal file
File diff suppressed because it is too large
Load Diff
2
thirdparty/stb/src/stb_image.cpp
vendored
Normal file
2
thirdparty/stb/src/stb_image.cpp
vendored
Normal file
@ -0,0 +1,2 @@
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include <stb_image.h>
|
Loading…
Reference in New Issue
Block a user