adding editor
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135
editor/include/e_sandbox2d.hpp
Executable file
135
editor/include/e_sandbox2d.hpp
Executable file
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#ifndef SANDBOX2D_HPP
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#define SANDBOX2D_HPP
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#include <open_engine.hpp>
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#include <view_layer.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/glm.hpp>
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class Sandbox2DLayer : public ViewLayer
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{
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public:
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Sandbox2DLayer()
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: ViewLayer("sandbox_2d", (float)OpenEngine::Application::Get().GetWindow().GetWidth() /
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OpenEngine::Application::Get().GetWindow().GetHeight(), 1.0f)
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{
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}
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~Sandbox2DLayer() {};
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void OnAttach() override
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{
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OE_PROFILE_FUNCTION();
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{
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OE_PROFILE_SCOPE("Texture2D Creation");
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face = OpenEngine::Texture2D::Create("assets/textures/awesomeface.png");
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}
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OpenEngine::FramebufferSpecification specs;
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specs.width = 1280;
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specs.height = 720;
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GetFramebuffer() = OpenEngine::FrameBuffer::Create(specs);
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atlas = OpenEngine::Texture2D::Create("assets/textures/rpg-spritesheet.png");
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stairs = OpenEngine::Subtexture2D::CreateFromCoords(atlas, {7, 6}, {64, 64}, { 1, 1 });
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tree = OpenEngine::Subtexture2D::CreateFromCoords(atlas, {2, 1}, {64, 64}, { 1, 2 });
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grid_camera = OpenEngine::CreateRef<OpenEngine::OrthographicCamera>(-1, 1, -1, 1);
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grid_shader = OpenEngine::Shader::Create("assets/shaders/grid.glsl");
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}
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void OnDetach() override
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{
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}
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void OnUpdate() override
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{
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{
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OE_PROFILE_SCOPE("Setting up Rendering");
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GetCamera().OnUpdate();
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GetFramebuffer()->Bind();
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OpenEngine::RenderCommand::SetClearColor({0.11f, 0.11f, 0.15f, 1.0f});
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OpenEngine::RenderCommand::Clear();
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}
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{
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OpenEngine::Renderer2D::BeginScene(*grid_camera);
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grid_shader->Bind();
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grid_shader->SetMat4("u_ViewProjection", grid_camera->GetViewProjectionMatrix());
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glm::mat4 inverseVP = glm::inverse(GetCamera().GetCamera().GetViewProjectionMatrix());
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grid_shader->SetMat4("u_InverseViewProjection", inverseVP);
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OpenEngine::Transform screen = {glm::vec3(0.0f, 0.0f, -0.9f), glm::vec3(2.0f, 2.0f, 0.0f), 0.0f};
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OpenEngine::Renderer2D::DrawQuad(screen, glm::vec4(0.8f, 0.4f, 0.3f, 1.0f));
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OpenEngine::Renderer2D::EndScene();
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grid_shader->Unbind();
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}
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OpenEngine::Renderer2D::BeginScene(GetCamera().GetCamera());
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{
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OE_PROFILE_SCOPE("Drawing Quads");
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OpenEngine::Transform tr1 = {glm::vec3(0.0f, 0.0f, -0.1f), glm::vec3(1.0f, 1.0f, 0.0f), angle};
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OpenEngine::Transform tr3 = {glm::vec3(-0.5f, -0.5f, 0.0f), glm::vec3(1.0f, 0.5f, 0.0f), angle * 0.5f};
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OpenEngine::Renderer2D::DrawQuad(tr1, face);
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OpenEngine::Renderer2D::DrawQuad(tr3, rectangle_color);
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}
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OpenEngine::Renderer2D::EndScene();
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OpenEngine::Renderer2D::BeginScene(GetCamera().GetCamera());
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for (float y = -5.0f; y < 5.0f; y += 0.5f) {
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for (float x = -5.0f; x < 5.0f; x += 0.5f) {
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glm::vec4 gradient_color = {(x + 5.0f) / 10.0f, 0.3f, (y + 5.0f) / 10.0f, 1.0f};
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OpenEngine::Renderer2D::DrawQuad({{x, y, 0.0f}, glm::vec3(0.45f, 0.45f, 0.0f)}, gradient_color);
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}
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}
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OpenEngine::Transform tr2 = {glm::vec3(0, 0, 0.2f), glm::vec3(1.0f, 1.0f, 0.0f), 0.0f};
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OpenEngine::Transform tr4 = {glm::vec3(-1.0, 0.0, 0.2f), glm::vec3(1.0f, 2.0f, 0.0f), 0.0f};
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OpenEngine::Renderer2D::DrawQuad(tr2, stairs);
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OpenEngine::Renderer2D::DrawQuad(tr4, tree);
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auto& cursor = GetCursorPos();
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OpenEngine::Transform tr5 = {glm::vec3(cursor.x, cursor.y, 0.9f), glm::vec3(0.1f, 0.1f, 0.0f), 0.0f};
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OpenEngine::Renderer2D::DrawQuad(tr5, {1, 1, 1, 1});
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OpenEngine::Renderer2D::EndScene();
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GetFramebuffer()->Unbind();
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}
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void OnEvent(OpenEngine::Event& event) override
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{
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OE_PROFILE_FUNCTION();
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OpenEngine::EventDispatcher dispatcher(event);
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//dispatcher.Dispatch<OpenEngine::KeyPressedEvent>(BIND_EVENT_FN(Sandbox2DLayer::StopRunning));
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{
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OE_PROFILE_SCOPE("Camera OnEvent");
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GetCamera().OnEvent(event);
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}
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}
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private:
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OpenEngine::Ref<OpenEngine::Texture2D> face;
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OpenEngine::Ref<OpenEngine::Texture2D> atlas;
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OpenEngine::Ref<OpenEngine::Subtexture2D> stairs, tree;
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OpenEngine::Ref<OpenEngine::Shader> grid_shader;
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OpenEngine::Ref<OpenEngine::OrthographicCamera> grid_camera;
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float angle;
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glm::vec4 rectangle_color = {0.8f, 0.2f, 0.7f, 1.0f};
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};
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#endif // SANDBOX2D_HPP
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