2 Commits

Author SHA1 Message Date
Erris
7da00008e0 Merge branch '3d' 2026-03-02 21:28:20 +01:00
Erris
f26ee2bca8 Merge branch '3d' 2026-03-02 13:12:56 +01:00
36 changed files with 226 additions and 1587 deletions

View File

@@ -2,8 +2,10 @@
#version 450 core #version 450 core
layout(location = 0) in vec3 a_Position; layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec3 a_Normal; layout(location = 1) in vec4 a_Color;
layout(location = 2) in vec2 a_TexCoord; layout(location = 2) in vec3 a_Normal;
layout(location = 3) in vec2 a_TexCoord;
layout(location = 4) in int a_EntityID;
layout(std140, binding = 0) uniform Camera layout(std140, binding = 0) uniform Camera
{ {
@@ -18,20 +20,25 @@ layout(std140, binding = 1) uniform Transform
struct VertexOutput struct VertexOutput
{ {
vec4 Color;
vec2 TexCoord; vec2 TexCoord;
vec3 Normal; vec3 Normal;
vec3 ViewPos; vec3 ViewPos;
}; };
layout (location = 0) out VertexOutput Output; layout (location = 0) out VertexOutput Output;
layout (location = 4) out flat int v_EntityID;
layout (location = 5) out vec4 v_Pos; layout (location = 5) out vec4 v_Pos;
void main() void main()
{ {
Output.Color = a_Color;
Output.TexCoord = a_TexCoord; Output.TexCoord = a_TexCoord;
Output.Normal = mat3(transpose(inverse(u_Transform))) * a_Normal; Output.Normal = mat3(transpose(inverse(u_Transform))) * a_Normal;
Output.ViewPos = u_ViewPosition; Output.ViewPos = u_ViewPosition;
v_EntityID = a_EntityID;
v_Pos = u_Transform * vec4(a_Position, 1.0); v_Pos = u_Transform * vec4(a_Position, 1.0);
gl_Position = u_ViewProjection * v_Pos; gl_Position = u_ViewProjection * v_Pos;
} }
@@ -42,22 +49,9 @@ void main()
layout (location = 0) out vec4 color; layout (location = 0) out vec4 color;
layout (location = 1) out int color2; layout (location = 1) out int color2;
layout (std140, binding = 2) uniform Material
{
vec4 u_Albedo;
float u_Roughness;
float u_Metallic;
float u_AmbientStrength;
float u_SpecularStrength;
};
layout(std140, binding = 3) uniform EditorID
{
int u_EntityID;
};
struct VertexOutput struct VertexOutput
{ {
vec4 Color;
vec2 TexCoord; vec2 TexCoord;
vec3 Normal; vec3 Normal;
vec3 ViewPos; vec3 ViewPos;
@@ -73,7 +67,8 @@ void main()
vec3 lightColor = vec3(1.0f, 1.0f, 1.0f); vec3 lightColor = vec3(1.0f, 1.0f, 1.0f);
// Ambiant lighting // Ambiant lighting
vec3 ambient = lightColor * u_AmbientStrength; float ambientStrength = 0.8;
vec3 ambient = ambientStrength * lightColor;
// Diffuse lighting // Diffuse lighting
vec3 norm = normalize(Input.Normal); vec3 norm = normalize(Input.Normal);
@@ -83,19 +78,16 @@ void main()
vec3 diffuse = diff * lightColor; vec3 diffuse = diff * lightColor;
// Specular highlight // Specular highlight
float specularStrength = 0.5;
vec3 viewDir = normalize(Input.ViewPos - v_Pos.xyz); // .xyz here too vec3 viewDir = normalize(Input.ViewPos - v_Pos.xyz); // .xyz here too
vec3 reflectDir = reflect(-lightDir, norm); vec3 reflectDir = reflect(-lightDir, norm);
float shininess = mix(2.0, 256.0, 1.0 - u_Roughness); float spec = pow(max(dot(viewDir, reflectDir), 0.0), 32);
float spec = pow(max(dot(viewDir, reflectDir), 0.0), shininess); vec3 specular = specularStrength * spec * lightColor;
vec3 specularColor = mix(vec3(1.0), u_Albedo.rgb, u_Metallic);
vec3 specular = u_SpecularStrength * spec * lightColor * specularColor;
// Total vec3 result = (ambient + diffuse + specular) * Input.Color.rgb; // objectColor → Input.Color.rgb
//vec3 result = (ambient + diffuse + specular) * Input.Color.rgb; // objectColor → Input.Color.rgb
vec3 result = (ambient + diffuse + specular) * u_Albedo.rgb; // objectColor → Input.Color.rgb
// Output // Output
color = vec4(result, u_Albedo.w); // vec3 → vec4 color = vec4(result, 1.0); // vec3 → vec4
color2 = u_EntityID; color2 = v_EntityID;
} }

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@@ -4,7 +4,6 @@ spdlog/1.16.0
entt/3.16.0 entt/3.16.0
yaml-cpp/0.8.0 yaml-cpp/0.8.0
joltphysics/5.2.0 joltphysics/5.2.0
fastgltf/0.9.0
[generators] [generators]
CMakeDeps CMakeDeps

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@@ -1,21 +1,15 @@
#ifndef EDITOR_HPP #ifndef EDITOR_HPP
#define EDITOR_HPP #define EDITOR_HPP
#include <X11/X.h>
#include <open_engine.hpp> #include <open_engine.hpp>
#include "open_engine/fastgltf.hpp"
#include "open_engine/logging.hpp"
#include "open_engine/ref_scope.hpp"
#include "open_engine/renderer/model3d.hpp"
#include "open_engine/renderer/renderer3d.hpp" #include "open_engine/renderer/renderer3d.hpp"
#include "open_engine/scene/components.hpp" #include "open_engine/scene/components.hpp"
#include "open_engine/scene/scene_serializer.hpp"
#include "panels/content_browser.hpp" #include "panels/content_browser.hpp"
#include "panels/scene_hierarchy.hpp" #include "panels/scene_hierarchy.hpp"
#include <Jolt/Physics/Collision/Shape/Shape.h>
#include <Jolt/Math/Real.h>
#include <Jolt/Math/Vec3.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <glm/ext/matrix_transform.hpp> #include <glm/ext/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>
#include <glm/matrix.hpp> #include <glm/matrix.hpp>
@@ -98,53 +92,33 @@ namespace OpenEngine {
editor_camera = EditorCamera(30.0f, 1920.0f/1080.0f, 0.1f, 1000.0f); editor_camera = EditorCamera(30.0f, 1920.0f/1080.0f, 0.1f, 1000.0f);
// TODO: Add license
icons["play"] = Texture2D::Create("resources/textures/icons/play.png"); icons["play"] = Texture2D::Create("resources/textures/icons/play.png");
icons["stop"] = Texture2D::Create("resources/textures/icons/stop.png"); icons["stop"] = Texture2D::Create("resources/textures/icons/stop.png");
// =============================================
Entity cube = scene->CreateEntity("cube"); Entity cube = scene->CreateEntity("cube");
auto& tc = cube.AddComponent<TransformComponent>();
cube.AddComponent<TransformComponent>();
Ref<Mesh> mesh = CreateCube(cube); Ref<Mesh> mesh = CreateCube(cube);
auto& mc = cube.AddComponent<MeshComponent>(mesh); cube.AddComponent<MeshComponent>(mesh);
mc.primitive_type = PrimitiveType::Cube;
// =============================================
Entity quad = scene->CreateEntity("quad"); Entity quad = scene->CreateEntity("quad");
quad.AddComponent<TransformComponent>(); quad.AddComponent<TransformComponent>();
quad.GetComponents<TransformComponent>().translation = {0, 0, 0}; quad.GetComponents<TransformComponent>().translation = {0, 0, 0};
Ref<Mesh> quad_mesh = CreateQuad(quad, true); Ref<Mesh> quad_mesh = CreateQuad(quad, true);
auto& mc3 = quad.AddComponent<MeshComponent>(quad_mesh); quad.AddComponent<MeshComponent>(quad_mesh);
mc3.primitive_type = PrimitiveType::Quad;
// =============================================
Entity cube2 = scene->CreateEntity("cube2"); Entity cube2 = scene->CreateEntity("cube2");
cube2.AddComponent<TransformComponent>(); cube2.AddComponent<TransformComponent>();
cube2.GetComponents<TransformComponent>().translation = {2, 0, 0}; cube2.GetComponents<TransformComponent>().translation = {2, 0, 0};
Ref<Mesh> mesh2 = CreateCube(cube2); Ref<Mesh> mesh2 = CreateCube(cube2);
auto& mc2 = cube2.AddComponent<MeshComponent>(mesh2); cube2.AddComponent<MeshComponent>(mesh2);
mc2.primitive_type = PrimitiveType::Cube;
// ============================================================
Entity cube3 = scene->CreateEntity("glb");
Entity cube4 = scene->CreateEntity("glb2");
cube3.AddComponent<TransformComponent>();
cube4.AddComponent<TransformComponent>();
Ref<Model3D> model = Model3D::Create("./assets/models/cubes.glb");
Ref<Model3D> model2 = Model3D::Create("./assets/models/cube_legs.glb");
Ref<Model3D> monkey = Model3D::Create("./assets/models/monkey.glb");
cube3.AddComponent<ModelComponent>(model);
cube4.AddComponent<ModelComponent>(monkey);
/* /*
auto view = scene->GetRegistry().view<TagComponent>(); auto view = scene->GetRegistry().view<TagComponent>();
@@ -155,6 +129,7 @@ namespace OpenEngine {
} }
*/ */
// TODO: Add file texture. Get free icons and add license
//icons["folder"] = Texture2D::Create("resources/textures/icons/folder.png"); //icons["folder"] = Texture2D::Create("resources/textures/icons/folder.png");
/* /*
for (float i = 0; i < 200; i++) { for (float i = 0; i < 200; i++) {
@@ -204,6 +179,7 @@ namespace OpenEngine {
RenderCommand::Clear(); RenderCommand::Clear();
framebuffer->ClearBufferI(1, -1); framebuffer->ClearBufferI(1, -1);
switch (state) { switch (state) {
case PlayState::Play: { case PlayState::Play: {
scene->OnUpdateRuntime(); scene->OnUpdateRuntime();
@@ -230,7 +206,6 @@ namespace OpenEngine {
static bool clicked = false; static bool clicked = false;
// Mouse Picking // Mouse Picking
if (Input::IsMouseButtonPressed(MouseCode::ButtonLeft) if (Input::IsMouseButtonPressed(MouseCode::ButtonLeft)
&& !Application::Get().GetImGuiLayer()->GetBlockEvents()
&& mouse_x >= 0 && mouse_y >= 0 && mouse_x >= 0 && mouse_y >= 0
&& mouse_x < (int)viewport_size.x && mouse_x < (int)viewport_size.x
&& mouse_y < (int)viewport_size.y && mouse_y < (int)viewport_size.y
@@ -303,10 +278,6 @@ namespace OpenEngine {
guizmo_operation = ImGuizmo::OPERATION::SCALE; guizmo_operation = ImGuizmo::OPERATION::SCALE;
break; break;
} }
case KeyCode::T: {
guizmo_operation = ImGuizmo::OPERATION::UNIVERSAL;
break;
}
case KeyCode::Delete: { case KeyCode::Delete: {
scene->MarkEntityForDeletion(selected_entity); scene->MarkEntityForDeletion(selected_entity);
scene_hierarchy.ClearSelection(); scene_hierarchy.ClearSelection();
@@ -381,7 +352,7 @@ namespace OpenEngine {
bool was_focused = viewport_focused; bool was_focused = viewport_focused;
viewport_focused = ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow); viewport_focused = ImGui::IsWindowFocused(ImGuiFocusedFlags_RootWindow);
viewport_hovered = ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow); viewport_hovered = ImGui::IsWindowHovered(ImGuiHoveredFlags_RootWindow);
Application::Get().GetImGuiLayer()->SetBlockEvents(ImGui::IsAnyItemActive()); Application::Get().GetImGuiLayer()->SetBlockEvents((!viewport_focused && !viewport_hovered) || ImGui::IsAnyItemActive());
if (viewport_focused && !was_focused) if (viewport_focused && !was_focused)
editor_camera.ResetMousePosition(); editor_camera.ResetMousePosition();
@@ -592,12 +563,10 @@ namespace OpenEngine {
void OnScenePlay() void OnScenePlay()
{ {
state = PlayState::Play; state = PlayState::Play;
scene->OnRuntimeStart();
} }
void OnSceneStop() void OnSceneStop()
{ {
state = PlayState::Edit; state = PlayState::Edit;
scene->OnRuntimeStop();
} }
private: private:

View File

@@ -17,12 +17,6 @@ namespace OpenEngine {
void SpriteOnImGuiRender(entt::registry& registry, entt::entity entity); void SpriteOnImGuiRender(entt::registry& registry, entt::entity entity);
void CameraOnImGuiRender(entt::registry& registry, entt::entity entity); void CameraOnImGuiRender(entt::registry& registry, entt::entity entity);
void MeshOnImGuiRender(entt::registry&registry, entt::entity entity); void MeshOnImGuiRender(entt::registry&registry, entt::entity entity);
void MaterialOnImGuiRender(entt::registry& registry, entt::entity entity);
void BodyOnImGuiRender(entt::registry& registry, entt::entity entity);
void SphereShapeOnImGuiRender(entt::registry& registry, entt::entity entity);
void BoxShapeOnImGuiRender(entt::registry& registry, entt::entity entity);
void PlaneShapeOnImGuiRender(entt::registry& registry, entt::entity entity);
void ModelOnImGuiRender(entt::registry& registry, entt::entity entity);
} }
#endif // EDITOR_COMPONENT_HPP #endif // EDITOR_COMPONENT_HPP

View File

@@ -18,7 +18,6 @@ namespace OpenEngine {
private: private:
std::filesystem::path current_directory; std::filesystem::path current_directory;
Ref<Texture2D> folder_icon; Ref<Texture2D> folder_icon;
Ref<Texture2D> file_icon;
}; };
} }

View File

@@ -1,11 +1,5 @@
#include "imgui.h" #include "imgui.h"
#include "open_engine/renderer/renderer3d.hpp"
#include "open_engine/scene/components.hpp"
#include <Jolt/Physics/Body/MotionType.h>
#include <cstdint>
#include <editor_component.hpp> #include <editor_component.hpp>
#include <entt/entity/fwd.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <open_engine.hpp> #include <open_engine.hpp>
namespace OpenEngine { namespace OpenEngine {
@@ -97,7 +91,6 @@ namespace OpenEngine {
if (ImGui::InputText("##tagEditor", buffer, sizeof(buffer), ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_AutoSelectAll) if (ImGui::InputText("##tagEditor", buffer, sizeof(buffer), ImGuiInputTextFlags_EnterReturnsTrue | ImGuiInputTextFlags_AutoSelectAll)
|| (!ImGui::IsItemActive() && ImGui::IsMouseClicked(0))) || (!ImGui::IsItemActive() && ImGui::IsMouseClicked(0)))
tag = buffer; tag = buffer;
ImGui::Spacing();
}; };
void TransformOnImGuiRender(entt::registry& registry, entt::entity entity) void TransformOnImGuiRender(entt::registry& registry, entt::entity entity)
@@ -108,7 +101,6 @@ namespace OpenEngine {
DrawVec3Control("Rotation", rotation_comp); DrawVec3Control("Rotation", rotation_comp);
transform.rotation = glm::radians(rotation_comp); transform.rotation = glm::radians(rotation_comp);
DrawVec3Control("Scale", transform.scale); DrawVec3Control("Scale", transform.scale);
ImGui::Spacing();
}; };
void SpriteOnImGuiRender(entt::registry& registry, entt::entity entity) void SpriteOnImGuiRender(entt::registry& registry, entt::entity entity)
@@ -179,150 +171,8 @@ namespace OpenEngine {
}; };
void MeshOnImGuiRender(entt::registry& registry, entt::entity entity) void MeshOnImGuiRender(entt::registry&registry, entt::entity entity)
{ {
auto& mesh_component = registry.get<MeshComponent>(entity);
const char* items[] = { "None", "Quad", "Cube" };
int item_selected_idx = (int)mesh_component.primitive_type;
if (ImGui::BeginCombo("Mesh", items[item_selected_idx])) {
for (int n = 0; n < 3; n++) {
const bool is_selected = (item_selected_idx == n);
if (ImGui::Selectable(items[n], is_selected))
item_selected_idx = n;
// Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
if (is_selected)
ImGui::SetItemDefaultFocus();
}
ImGui::EndCombo();
}
if ((int)mesh_component.primitive_type == (item_selected_idx))
return;
mesh_component.primitive_type = (PrimitiveType)(item_selected_idx);
switch (mesh_component.primitive_type) {
case OpenEngine::PrimitiveType::Quad:
{
mesh_component.mesh = CreateQuad((uint32_t)entity);
break;
}
case OpenEngine::PrimitiveType::Cube:
{
mesh_component.mesh = CreateCube((uint32_t)entity);
break;
}
default:
mesh_component.mesh = nullptr;
break;
}
}
void MaterialOnImGuiRender(entt::registry& registry, entt::entity entity)
{
auto& material = registry.get<MaterialComponent>(entity).material;
ImGui::SliderFloat4("Albedo", glm::value_ptr(material.albedo), 0, 1);
ImGui::SliderFloat("Roughness", &material.roughness, 0, 1);
ImGui::SliderFloat("Metallic", &material.metallic, 0, 1);
ImGui::SliderFloat("Ambient strength", &material.ambient_strength, 0, 1);
ImGui::SliderFloat("Specular strength", &material.specular_strength, 0, 10);
}
void BodyOnImGuiRender(entt::registry &registry, entt::entity entity)
{
auto& body_comp = registry.get<PhysicsBodyComponent>(entity);
const char* items[] = { "Static", "Kinematic", "Dynamic" };
int item_selected_idx = body_comp.type;
if (ImGui::BeginCombo("Body type", items[item_selected_idx])) {
for (int n = 0; n < 3; n++)
{
const bool is_selected = (item_selected_idx == n);
if (ImGui::Selectable(items[n], is_selected))
item_selected_idx = n;
// Set the initial focus when opening the combo (scrolling + keyboard navigation focus)
if (is_selected)
ImGui::SetItemDefaultFocus();
}
ImGui::EndCombo();
}
body_comp.type = item_selected_idx;
ImGui::SliderFloat("Linear damping", &body_comp.linear_damping, 0, 1);
ImGui::SliderFloat("Angular damping", &body_comp.angular_damping, 0, 1);
ImGui::SliderFloat("Gravity factor", &body_comp.gravity_factor, 0, 1);
ImGui::SliderFloat("Bounciness", &body_comp.restitution, 0, 1);
ImGui::SliderFloat("Friction", &body_comp.friction, 0, 1);
}
void SphereShapeOnImGuiRender(entt::registry &registry, entt::entity entity)
{
auto& sphere_comp = registry.get<SphereShapeComponent>(entity);
ImGui::DragFloat("Radius",
&sphere_comp.radius,
0.1f,
0.11f, FLT_MAX,
"%.2f",
ImGuiSliderFlags_AlwaysClamp);
}
void BoxShapeOnImGuiRender(entt::registry &registry, entt::entity entity)
{
auto& box_comp = registry.get<BoxShapeComponent>(entity);
ImGui::DragFloat3("Size",
glm::value_ptr(box_comp.size),
0.1f,
0.11f, FLT_MAX,
"%.2f",
ImGuiSliderFlags_AlwaysClamp);
}
void PlaneShapeOnImGuiRender(entt::registry& registry, entt::entity entity)
{
auto& planed_comp = registry.get<PlaneShapeComponent>(entity);
ImGui::DragFloat("Size",
&planed_comp.extent,
0.1f,
0.01f, FLT_MAX,
"%.2f",
ImGuiSliderFlags_AlwaysClamp);
}
void ModelOnImGuiRender(entt::registry& registry, entt::entity entity)
{
auto& model_comp = registry.get<ModelComponent>(entity);
bool opened = ImGui::TreeNodeEx(
(void*)(intptr_t)entity,
ImGuiTreeNodeFlags_None,
"Meshes",
nullptr
);
if (opened) {
unsigned int i = 0;
for (auto& mesh : model_comp.model->GetMeshes())
ImGui::Text("Mesh: %i", i++);
ImGui::PushStyleColor(ImGuiCol_ChildBg, {1, 1, 1, 1});
if (ImGui::BeginChild("Material list")) {
for (auto& mesh : model_comp.model->GetMeshes())
ImGui::Text("Material: %s", mesh.material.name.c_str());
ImGui::EndChild();
}
ImGui::PopStyleColor();
ImGui::TreePop();
}
} }
} }

28
editor/src/panels/content_browser.cpp Executable file → Normal file
View File

@@ -15,9 +15,8 @@ namespace OpenEngine {
ContentBrowserPanel::ContentBrowserPanel() ContentBrowserPanel::ContentBrowserPanel()
: current_directory(assets_directory) : current_directory(assets_directory)
{ {
// TODO: Add license // TODO: Add file texture. Get free icons and add license
folder_icon = Texture2D::Create("resources/textures/icons/folder2.png"); folder_icon = Texture2D::Create("resources/textures/icons/folder.png");
file_icon = Texture2D::Create("resources/textures/icons/file.png");
} }
void ContentBrowserPanel::OnImGuiRender() void ContentBrowserPanel::OnImGuiRender()
@@ -31,16 +30,6 @@ namespace OpenEngine {
current_directory = current_directory.parent_path(); current_directory = current_directory.parent_path();
auto directory_it = std::filesystem::directory_iterator(current_directory); auto directory_it = std::filesystem::directory_iterator(current_directory);
std::vector<std::filesystem::directory_entry> entries;
for (auto entry : directory_it)
entries.emplace_back(entry);
std::sort(entries.begin(), entries.end(),
[](const std::filesystem::directory_entry& a,
const std::filesystem::directory_entry& b) {
return (a.is_directory() && !b.is_directory());
});
ImVec2 button_size = { 100, 100 }; ImVec2 button_size = { 100, 100 };
auto panel_width = ImGui::GetContentRegionAvail().x; auto panel_width = ImGui::GetContentRegionAvail().x;
@@ -53,12 +42,9 @@ namespace OpenEngine {
ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, padding); ImGui::PushStyleVar(ImGuiStyleVar_CellPadding, padding);
float margin = 20.0f;
ImGui::Indent(margin);
if (ImGui::BeginTable("table1", table_columns, ImGuiTableFlags_SizingFixedSame)) if (ImGui::BeginTable("table1", table_columns, ImGuiTableFlags_SizingFixedSame))
{ {
for (auto& entry : entries) { for (auto& entry : directory_it) {
auto file_name = entry.path().filename().string(); auto file_name = entry.path().filename().string();
ImGui::PushID(file_name.c_str()); ImGui::PushID(file_name.c_str());
@@ -70,14 +56,17 @@ namespace OpenEngine {
ImGui::PushStyleColor(ImGuiCol_ButtonActive, { 0.270f, 0.278f, 0.352f, 1.0f }); ImGui::PushStyleColor(ImGuiCol_ButtonActive, { 0.270f, 0.278f, 0.352f, 1.0f });
ImGui::BeginGroup(); ImGui::BeginGroup();
Ref<Texture2D> icon = entry.is_directory() ? folder_icon : file_icon; ImGui::ImageButton("##X", (ImTextureID)folder_icon->GetID(), button_size, { 0, 1 }, { 1, 0 });
ImGui::ImageButton("##X", (ImTextureID)icon->GetID(), button_size, { 0, 1 }, { 1, 0 });
if (entry.is_regular_file() && ImGui::BeginDragDropSource()) { if (entry.is_regular_file() && ImGui::BeginDragDropSource()) {
const char* source = entry.path().c_str(); const char* source = entry.path().c_str();
ImGui::SetDragDropPayload("CONTENT_BROWSER_PAYLOAD", source, (strlen(source) + 1) * sizeof(char), ImGuiCond_Once); ImGui::SetDragDropPayload("CONTENT_BROWSER_PAYLOAD", source, (strlen(source) + 1) * sizeof(char), ImGuiCond_Once);
ImGui::EndDragDropSource(); ImGui::EndDragDropSource();
} }
float columnWidth = ImGui::GetColumnWidth();
float textWidth = ImGui::CalcTextSize(file_name.c_str()).x;
ImGui::SetCursorPosX(ImGui::GetCursorPosX() + (columnWidth - textWidth) * 0.5f);
ImGui::TextWrapped("%s", file_name.c_str()); ImGui::TextWrapped("%s", file_name.c_str());
ImGui::EndGroup(); ImGui::EndGroup();
@@ -92,7 +81,6 @@ namespace OpenEngine {
} }
ImGui::EndTable(); ImGui::EndTable();
} }
ImGui::Unindent();
ImGui::PopStyleVar(); ImGui::PopStyleVar();
ImGui::End(); ImGui::End();

View File

@@ -23,12 +23,6 @@ namespace OpenEngine {
RegisterDrawer<SpriteRendererComponent>("Sprite Renderer", &SpriteOnImGuiRender); RegisterDrawer<SpriteRendererComponent>("Sprite Renderer", &SpriteOnImGuiRender);
RegisterDrawer<CameraComponent>("Camera", &CameraOnImGuiRender); RegisterDrawer<CameraComponent>("Camera", &CameraOnImGuiRender);
RegisterDrawer<MeshComponent>("Mesh", &MeshOnImGuiRender); RegisterDrawer<MeshComponent>("Mesh", &MeshOnImGuiRender);
RegisterDrawer<MaterialComponent>("Material", &MaterialOnImGuiRender);
RegisterDrawer<PhysicsBodyComponent>("Physics Body", &BodyOnImGuiRender);
RegisterDrawer<SphereShapeComponent>("Sphere Shape", &SphereShapeOnImGuiRender);
RegisterDrawer<BoxShapeComponent>("Box Shape", &BoxShapeOnImGuiRender);
RegisterDrawer<PlaneShapeComponent>("Plane Shape", &PlaneShapeOnImGuiRender);
RegisterDrawer<ModelComponent>("Model", &ModelOnImGuiRender);
scene = context; scene = context;
selected_context = {}; selected_context = {};
@@ -57,36 +51,6 @@ namespace OpenEngine {
selected_context.AddComponent<MeshComponent>(); selected_context.AddComponent<MeshComponent>();
ImGui::CloseCurrentPopup(); ImGui::CloseCurrentPopup();
} }
if (!selected_context.HasComponent<MaterialComponent>())
if (ImGui::MenuItem("Material")) {
selected_context.AddComponent<MaterialComponent>();
ImGui::CloseCurrentPopup();
}
if (!selected_context.HasComponent<PhysicsBodyComponent>())
if (ImGui::MenuItem("Physics body")) {
selected_context.AddComponent<PhysicsBodyComponent>();
ImGui::CloseCurrentPopup();
}
if (!selected_context.HasComponent<SphereShapeComponent>())
if (ImGui::MenuItem("Sphere shape")) {
selected_context.AddComponent<SphereShapeComponent>();
ImGui::CloseCurrentPopup();
}
if (!selected_context.HasComponent<BoxShapeComponent>())
if (ImGui::MenuItem("Box shape")) {
selected_context.AddComponent<BoxShapeComponent>();
ImGui::CloseCurrentPopup();
}
if (!selected_context.HasComponent<PlaneShapeComponent>())
if (ImGui::MenuItem("Plane shape")) {
selected_context.AddComponent<PlaneShapeComponent>();
ImGui::CloseCurrentPopup();
}
if (!selected_context.HasComponent<ModelComponent>())
if (ImGui::MenuItem("Model")) {
selected_context.AddComponent<ModelComponent>();
ImGui::CloseCurrentPopup();
}
} }
void EntityPopup(Ref<Scene>& scene) void EntityPopup(Ref<Scene>& scene)
@@ -231,17 +195,16 @@ namespace OpenEngine {
void SceneHierarchy::DrawComponents(Entity& entity) void SceneHierarchy::DrawComponents(Entity& entity)
{ {
auto& reg = scene->GetRegistry(); auto& reg = scene->GetRegistry();
entt::entity handle = entity; entt::entity handle = selected_context;
if (!entity) if (!selected_context || !entity)
return; return;
entity.GetComponents<TagComponent>(); entity.GetComponents<TagComponent>();
TagOnImGuiRender(reg, entity); TagOnImGuiRender(reg, entity);
// TODO: Defer deletion like the entities?
std::vector<entt::id_type> pending_deletion; // 0 is null/invalid in entt usually
std::vector<entt::id_type> component_to_delete; // 0 is null/invalid in entt usually
// Iterate through every component type entt knows about // Iterate through every component type entt knows about
for (auto [id, storage] : reg.storage()) { for (auto [id, storage] : reg.storage()) {
if (storage.contains(handle)) { if (storage.contains(handle)) {
@@ -265,24 +228,20 @@ namespace OpenEngine {
if (ImGui::BeginPopup("component_settings")) { if (ImGui::BeginPopup("component_settings")) {
if (ImGui::MenuItem("Remove component")) if (ImGui::MenuItem("Remove component"))
pending_deletion.emplace_back(id); component_to_delete.emplace_back(id);
ImGui::EndPopup(); ImGui::EndPopup();
} }
if (opened) { if (opened) {
ImGui::Spacing();
drawers[id].draw_func(reg, handle); drawers[id].draw_func(reg, handle);
ImGui::Spacing();
ImGui::TreePop(); ImGui::TreePop();
} }
} }
} }
} }
for (auto& id : pending_deletion) { for (auto& id : component_to_delete)
drawers[id].remove_func(reg, entity); drawers[id].remove_func(reg, entity);
pending_deletion.clear();
}
} }
} }

View File

@@ -10,7 +10,7 @@ Collapsed=0
[Window][Statistics] [Window][Statistics]
Pos=0,24 Pos=0,24
Size=409,437 Size=224,437
Collapsed=0 Collapsed=0
DockId=0x00000003,0 DockId=0x00000003,0
@@ -21,8 +21,8 @@ Collapsed=0
DockId=0x00000007,0 DockId=0x00000007,0
[Window][Viewport] [Window][Viewport]
Pos=411,61 Pos=226,61
Size=409,956 Size=594,956
Collapsed=0 Collapsed=0
DockId=0x00000012,0 DockId=0x00000012,0
@@ -34,7 +34,7 @@ DockId=0x00000008,0
[Window][Scene] [Window][Scene]
Pos=0,463 Pos=0,463
Size=409,924 Size=224,924
Collapsed=0 Collapsed=0
DockId=0x00000004,0 DockId=0x00000004,0
@@ -143,8 +143,8 @@ Collapsed=0
DockId=0x00000012,1 DockId=0x00000012,1
[Window][Assets] [Window][Assets]
Pos=411,1019 Pos=226,1019
Size=409,368 Size=594,368
Collapsed=0 Collapsed=0
DockId=0x0000000C,0 DockId=0x0000000C,0
@@ -155,29 +155,29 @@ Collapsed=0
DockId=0x0000000F,0 DockId=0x0000000F,0
[Window][##play_state_bar] [Window][##play_state_bar]
Pos=411,24 Pos=226,24
Size=409,35 Size=594,35
Collapsed=0 Collapsed=0
DockId=0x00000011,0 DockId=0x00000011,0
[Docking][Data] [Docking][Data]
DockSpace ID=0x08BD597D Window=0x1BBC0F80 Pos=0,24 Size=1272,1363 Split=X DockSpace ID=0x08BD597D Window=0x1BBC0F80 Pos=0,24 Size=1272,1363 Split=X
DockNode ID=0x00000005 Parent=0x08BD597D SizeRef=820,1386 Split=X DockNode ID=0x00000005 Parent=0x08BD597D SizeRef=820,1386 Split=X
DockNode ID=0x00000001 Parent=0x00000005 SizeRef=409,1386 Split=Y Selected=0xE601B12F DockNode ID=0x00000001 Parent=0x00000005 SizeRef=224,1386 Split=Y Selected=0xE601B12F
DockNode ID=0x00000003 Parent=0x00000001 SizeRef=255,417 Selected=0x553E127E DockNode ID=0x00000003 Parent=0x00000001 SizeRef=255,417 Selected=0x553E127E
DockNode ID=0x00000004 Parent=0x00000001 SizeRef=255,883 Selected=0xE601B12F DockNode ID=0x00000004 Parent=0x00000001 SizeRef=255,883 Selected=0xE601B12F
DockNode ID=0x00000002 Parent=0x00000005 SizeRef=409,1386 Split=Y Selected=0xC450F867 DockNode ID=0x00000002 Parent=0x00000005 SizeRef=594,1386 Split=Y Selected=0xC450F867
DockNode ID=0x00000009 Parent=0x00000002 SizeRef=483,784 Split=Y Selected=0xC450F867 DockNode ID=0x00000009 Parent=0x00000002 SizeRef=483,784 Split=Y Selected=0xC450F867
DockNode ID=0x0000000B Parent=0x00000009 SizeRef=409,932 Split=X Selected=0xC450F867 DockNode ID=0x0000000B Parent=0x00000009 SizeRef=409,932 Split=X Selected=0xC450F867
DockNode ID=0x0000000D Parent=0x0000000B SizeRef=1080,993 Split=Y Selected=0xC450F867 DockNode ID=0x0000000D Parent=0x0000000B SizeRef=1080,993 Split=Y Selected=0xC450F867
DockNode ID=0x0000000F Parent=0x0000000D SizeRef=594,60 Selected=0x8325EBDA DockNode ID=0x0000000F Parent=0x0000000D SizeRef=594,60 Selected=0x8325EBDA
DockNode ID=0x00000010 Parent=0x0000000D SizeRef=594,931 Split=Y Selected=0xC450F867 DockNode ID=0x00000010 Parent=0x0000000D SizeRef=594,931 Split=Y Selected=0xC450F867
DockNode ID=0x00000011 Parent=0x00000010 SizeRef=594,35 HiddenTabBar=1 Selected=0xAB37695D DockNode ID=0x00000011 Parent=0x00000010 SizeRef=594,35 HiddenTabBar=1 Selected=0xAB37695D
DockNode ID=0x00000012 Parent=0x00000010 SizeRef=594,964 CentralNode=1 Selected=0xC450F867 DockNode ID=0x00000012 Parent=0x00000010 SizeRef=594,956 CentralNode=1 Selected=0xC450F867
DockNode ID=0x0000000E Parent=0x0000000B SizeRef=800,993 Selected=0x3EEA4247 DockNode ID=0x0000000E Parent=0x0000000B SizeRef=800,993 Selected=0x3EEA4247
DockNode ID=0x0000000C Parent=0x00000009 SizeRef=409,368 Selected=0x42C24103 DockNode ID=0x0000000C Parent=0x00000009 SizeRef=409,368 Selected=0x42C24103
DockNode ID=0x0000000A Parent=0x00000002 SizeRef=483,600 Selected=0x1BCA3180 DockNode ID=0x0000000A Parent=0x00000002 SizeRef=483,600 Selected=0x1BCA3180
DockNode ID=0x00000006 Parent=0x08BD597D SizeRef=450,1386 Split=Y Selected=0x8C72BEA8 DockNode ID=0x00000006 Parent=0x08BD597D SizeRef=450,1386 Split=Y Selected=0x8C72BEA8
DockNode ID=0x00000007 Parent=0x00000006 SizeRef=444,805 Selected=0x8C72BEA8 DockNode ID=0x00000007 Parent=0x00000006 SizeRef=444,769 Selected=0x8C72BEA8
DockNode ID=0x00000008 Parent=0x00000006 SizeRef=444,556 Selected=0x5E5F7166 DockNode ID=0x00000008 Parent=0x00000006 SizeRef=444,531 Selected=0x5E5F7166

View File

@@ -74,5 +74,3 @@ add_subdirectory(vendor/glad
) )
add_subdirectory("vendor/nativefiledialog-extended") add_subdirectory("vendor/nativefiledialog-extended")
target_compile_options(open_engine PRIVATE -msse4.1 -msse4.2 -mavx -mavx2)

View File

@@ -1,36 +0,0 @@
#ifndef UUID_HPP
#define UUID_HPP
#include <cstdint>
namespace OpenEngine {
class UUID
{
public:
UUID();
UUID(uint64_t uuid);
UUID(const UUID&) = default;
operator uint64_t() const { return uuid; };
private:
uint64_t uuid;
};
}
namespace std {
template<>
struct hash<OpenEngine::UUID>
{
std::size_t operator()(const OpenEngine::UUID& uuid) const
{
return hash<uint64_t>()((uint64_t)uuid);
}
};
}
#endif // UUID_HPP

View File

@@ -1,13 +0,0 @@
#ifndef FASTGLTF_HPP
#define FASTGLTF_HPP
#include "renderer/renderer3d.hpp"
#include "open_engine/ref_scope.hpp"
namespace OpenEngine {
Ref<Mesh> TestGLTF();
}
#endif // FASTGLTF_HPP

View File

@@ -1,38 +0,0 @@
#ifndef GLTF_MODEL3D_HPP
#define GLTF_MODEL3D_HPP
#include "open_engine/renderer/model3d.hpp"
#include <fastgltf/types.hpp>
#include <vector>
#include <cstddef>
namespace OpenEngine {
class GLTFModel3D : public Model3D
{
public:
GLTFModel3D(const char* path);
void loadPrimitive(fastgltf::Asset& asset,
fastgltf::Primitive& primitive,
Mesh& out);
virtual const Mesh& GetMesh(int index) const override;
virtual const std::vector<Mesh>& GetMeshes() const override;
virtual size_t GetMeshCount() const override { return meshes.size(); };
virtual std::vector<Mesh>::iterator begin() override { return meshes.begin(); };
virtual std::vector<Mesh>::iterator end() override { return meshes.end(); };
virtual std::vector<Mesh>::const_iterator begin() const override { return meshes.cbegin(); };
virtual std::vector<Mesh>::const_iterator end() const override { return meshes.end(); };
private:
std::string name;
std::vector<Mesh> meshes;
};
}
#endif // GLTF_MODEL3D_HPP

View File

@@ -19,7 +19,6 @@ namespace OpenEngine {
bool CloseWindow(OpenEngine::KeyPressedEvent& event); bool CloseWindow(OpenEngine::KeyPressedEvent& event);
void SetBlockEvents(bool block) { block_events = block; }; void SetBlockEvents(bool block) { block_events = block; };
bool GetBlockEvents() { return block_events; };
void Begin(); void Begin();
void End(); void End();

View File

@@ -2,6 +2,7 @@
#define INPUT_HPP #define INPUT_HPP
#include "open_engine/input/mouse_codes.hpp" #include "open_engine/input/mouse_codes.hpp"
#include "open_engine/ref_scope.hpp"
#include "open_engine/input/keycodes.hpp" #include "open_engine/input/keycodes.hpp"
#include <string> #include <string>

View File

@@ -1,191 +0,0 @@
#ifndef PHYSICS_HPP
#define PHYSICS_HPP
#include "logging.hpp"
#include <Jolt/Jolt.h>
#include <Jolt/Physics/Body/BodyInterface.h>
#include <Jolt/RegisterTypes.h>
#include <Jolt/Core/Factory.h>
#include <Jolt/Core/TempAllocator.h>
#include <Jolt/Core/JobSystemThreadPool.h>
#include <Jolt/Physics/PhysicsSettings.h>
#include <Jolt/Physics/PhysicsSystem.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Jolt/Physics/Body/BodyActivationListener.h>
#include <cstdarg>
#include <glm/glm.hpp>
using namespace JPH;
using namespace JPH::literals;
// Callback for traces, connect this to your own trace function if you have one
static void TraceImpl(const char *in_fmt, ...)
{
// Format the message
va_list list;
va_start(list, in_fmt);
char buffer[1024];
vsnprintf(buffer, sizeof(buffer), in_fmt, list);
va_end(list);
OE_CORE_TRACE("Jolt: {}", buffer);
}
#ifdef JPH_ENABLE_ASSERTS
// Callback for asserts, connect this to your own assert handler if you have one
static bool AssertFailedImpl(const char *in_expression, const char *in_message, const char *in_file, uint in_line)
{
OE_CORE_ERROR("Jolt: Assert in file: {}:{} :({}) {}", in_file, in_line, in_expression, (in_message != nullptr? in_message : ""));
// Breakpoint
return true;
};
#endif // JPH_ENABLE_ASSERTS
// Layer that objects can be in, determines which other objects it can collide with
// Typically you at least want to have 1 layer for moving bodies and 1 layer for static bodies, but you can have more
// layers if you want. E.g. you could have a layer for high detail collision (which is not used by the physics simulation
// but only if you do collision testing).
namespace Layers {
static constexpr ObjectLayer NON_MOVING = 0;
static constexpr ObjectLayer MOVING = 1;
static constexpr ObjectLayer NUM_LAYERS = 2;
};
class ObjectLayerPairFilterImpl : public ObjectLayerPairFilter
{
public:
virtual bool ShouldCollide(ObjectLayer object1, ObjectLayer object2) const override;
};
// Each broadphase layer results in a separate bounding volume tree in the broad phase. You at least want to have
// a layer for non-moving and moving objects to avoid having to update a tree full of static objects every frame.
// You can have a 1-on-1 mapping between object layers and broadphase layers (like in this case) but if you have
// many object layers you'll be creating many broad phase trees, which is not efficient. If you want to fine tune
// your broadphase layers define JPH_TRACK_BROADPHASE_STATS and look at the stats reported on the TTY.
namespace BroadPhaseLayers
{
static constexpr BroadPhaseLayer NON_MOVING(0);
static constexpr BroadPhaseLayer MOVING(1);
static constexpr uint NUM_LAYERS(2);
};
inline JPH::Vec3 ToJolt(const glm::vec3& v) { return JPH::Vec3(v.x, v.y, v.z); };
class BPLayerInterfaceImpl final : public BroadPhaseLayerInterface
{
public:
BPLayerInterfaceImpl()
{
object_to_broad_phase[Layers::NON_MOVING] = BroadPhaseLayers::NON_MOVING;
object_to_broad_phase[Layers::MOVING] = BroadPhaseLayers::MOVING;
}
virtual uint GetNumBroadPhaseLayers() const override { return BroadPhaseLayers::NUM_LAYERS; };
virtual BroadPhaseLayer GetBroadPhaseLayer(ObjectLayer layer) const override
{
JPH_ASSERT(layer < Layers::NUM_LAYERS);
return object_to_broad_phase[layer];
}
private:
BroadPhaseLayer object_to_broad_phase[Layers::NUM_LAYERS];
};
class ObjectVsBroadPhaseLayerFilterImpl : public ObjectVsBroadPhaseLayerFilter
{
public:
virtual bool ShouldCollide(ObjectLayer layer1, BroadPhaseLayer layer2) const override
{
switch (layer1)
{
case Layers::NON_MOVING:
return layer2 == BroadPhaseLayers::MOVING;
case Layers::MOVING:
return true;
default:
JPH_ASSERT(false);
return false;
}
}
};
// An example contact listener
class MyContactListener : public ContactListener
{
public:
// See: ContactListener
virtual ValidateResult OnContactValidate(const Body &inBody1, const Body &inBody2, RVec3Arg inBaseOffset, const CollideShapeResult &inCollisionResult) override
{
OE_CORE_TRACE("Jolt: Contact validate callback");
// Allows you to ignore a contact before it is created (using layers to not make objects collide is cheaper!)
return ValidateResult::AcceptAllContactsForThisBodyPair;
}
virtual void OnContactAdded(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings) override
{
OE_CORE_TRACE("Jolt: A contact was added");
}
virtual void OnContactPersisted(const Body &inBody1, const Body &inBody2, const ContactManifold &inManifold, ContactSettings &ioSettings) override
{
OE_CORE_TRACE("Jolt: A contact was persisted");
}
virtual void OnContactRemoved(const SubShapeIDPair &inSubShapePair) override
{
OE_CORE_TRACE("Jolt: A contact was removed");
}
};
// An example activation listener
class MyBodyActivationListener : public BodyActivationListener
{
public:
virtual void OnBodyActivated(const BodyID &inBodyID, uint64 inBodyUserData) override
{
OE_CORE_TRACE("Jolt: A body got activated");
}
virtual void OnBodyDeactivated(const BodyID &inBodyID, uint64 inBodyUserData) override
{
OE_CORE_TRACE("Jolt: A body went to sleep");
}
};
namespace OpenEngine {
// Consider making this static like the renderer
class PhysicsEngine
{
public:
PhysicsEngine();
~PhysicsEngine();
// TODO: Temp, make abstract function to create a body
BodyInterface& GetBodyInterface() { return physics_system.GetBodyInterface(); };
void Update( float delta_time, int collision_steps);
private:
PhysicsSystem physics_system;
Ref<TempAllocatorImpl> tmp_allocator;
Ref<JobSystemThreadPool> job_system;
MyBodyActivationListener body_activation_listener;
MyContactListener contact_listener;
BPLayerInterfaceImpl broad_phase_layer_interface;
ObjectVsBroadPhaseLayerFilterImpl object_vs_broadphase_layer_filter;
ObjectLayerPairFilterImpl object_vs_object_layer_filter;
};
}
#endif // PHYSICS_HPP

View File

@@ -1,69 +0,0 @@
#ifndef MODEL3D_HPP
#define MODEL3D_HPP
#include "open_engine/core/uuid.hpp"
#include "open_engine/renderer/vertex_array.hpp"
#include <cstddef>
#include <cstdint>
#include <glm/glm.hpp>
#include <vector>
namespace OpenEngine {
struct Material
{
glm::vec4 albedo = { 1.0f, 0.0f, 0.8f, 1.0f };
float roughness = 1.0f;
float metallic = 1.0f;
float ambient_strength = 1.0f;
float specular_strength = 1.0f;
std::string name = "un-named material";
};
struct MeshVertex
{
glm::vec3 position;
glm::vec3 normal;
glm::vec2 text_coords;
};
struct Mesh
{
UUID uuid;
Material material;
Ref<VertexArray> vertex_array;
Ref<VertexBuffer> vertex_buffer;
Ref<IndexBuffer> index_buffer;
// TODO: Make them a ptr or something
std::vector<MeshVertex> vertices;
std::vector<uint32_t> indices;
};
// TODO: Model3D.Instanciate();
// Or Model3D.GetVertices() {return iterateaccessorwithindex bla bla bla}
// What data should Model3D hold in the end if it is not a renderable object?
class Model3D
{
public:
virtual ~Model3D() = default;
static Ref<Model3D> Create(const char* path);
virtual const Mesh& GetMesh(int index) const = 0;
virtual const std::vector<Mesh>& GetMeshes() const = 0;
virtual size_t GetMeshCount() const = 0;
virtual std::vector<Mesh>::iterator begin() = 0;
virtual std::vector<Mesh>::iterator end() = 0;
virtual std::vector<Mesh>::const_iterator begin() const = 0;
virtual std::vector<Mesh>::const_iterator end() const = 0;
};
}
#endif // MODEL3D_HPP

View File

@@ -2,27 +2,38 @@
#define RENDERER3D_HPP #define RENDERER3D_HPP
#include "open_engine/renderer/editor_camera.hpp" #include "open_engine/renderer/editor_camera.hpp"
#include "open_engine/renderer/vertex_array.hpp"
#include "open_engine/renderer/buffer.hpp"
#include "open_engine/scene/scene_camera.hpp" #include "open_engine/scene/scene_camera.hpp"
#include "open_engine/renderer/model3d.hpp"
#include <cstdint> #include <cstdint>
namespace OpenEngine { namespace OpenEngine {
// SHOULD BE MOVED ================================== // SHOULD BE MOVED ==================================
struct MeshVertex
enum class PrimitiveType
{ {
None = 0, glm::vec3 position;
Quad, glm::vec4 color;
Cube glm::vec3 normal;
glm::vec2 text_coords;
uint32_t id = -1;
};
struct Mesh
{
Ref<VertexArray> vertex_array;
Ref<VertexBuffer> vertex_buffer;
Ref<IndexBuffer> index_buffer;
// TODO: Make them a ptr or something
std::vector<MeshVertex> vertices;
std::vector<uint32_t> indices;
}; };
Ref<Mesh> CreateMesh(const std::vector<MeshVertex>& vertices, Ref<Mesh> CreateMesh(const std::vector<MeshVertex>& vertices,
const std::vector<uint32_t>& indices); const std::vector<uint32_t>& indices);
void PopulateMesh(Mesh& mesh);
Ref<Mesh> CreateCube(uint32_t id = -1); Ref<Mesh> CreateCube(uint32_t id = -1);
Ref<Mesh> CreateQuad(uint32_t id = -1, bool back_face = false); Ref<Mesh> CreateQuad(uint32_t id = -1, bool back_face = false);
// ================================================== // ==================================================
class Renderer3D class Renderer3D
@@ -35,14 +46,7 @@ namespace OpenEngine {
static void BeginScene(const EditorCamera& camera); static void BeginScene(const EditorCamera& camera);
static void EndScene(); static void EndScene();
static void DrawMesh(const Ref<Mesh>& mesh, Material& material, static void DrawMesh(const Ref<Mesh>& mesh, const glm::mat4& transform);
const glm::mat4& transform);
static void DrawMesh(const Ref<Mesh>& mesh, Material& material,
const glm::mat4& transform,
uint32_t entity_id);
static void DrawModel(const Ref<Model3D>& model,
const glm::mat4& transform,
uint32_t entity_id);
}; };
} }

View File

@@ -8,7 +8,7 @@ namespace OpenEngine {
class UniformBuffer class UniformBuffer
{ {
public: public:
virtual ~UniformBuffer() = default; virtual ~UniformBuffer() {}
virtual void SetData(const void* data, uint32_t size, virtual void SetData(const void* data, uint32_t size,
uint32_t offset = 0) = 0; uint32_t offset = 0) = 0;

View File

@@ -1,21 +1,12 @@
#ifndef COMPONENTS_HPP #ifndef COMPONENTS_HPP
#define COMPONENTS_HPP #define COMPONENTS_HPP
#include "open_engine/scene/native_scriptable_entity.hpp"
#include "open_engine/renderer/renderer3d.hpp" #include "open_engine/renderer/renderer3d.hpp"
#include "open_engine/scene/scene_camera.hpp" #include "open_engine/scene/scene_camera.hpp"
#include "open_engine/renderer/texture.hpp" #include "open_engine/renderer/texture.hpp"
#include "open_engine/renderer/renderer3d.hpp" #include "open_engine/renderer/renderer3d.hpp"
#include "open_engine/physics.hpp"
#include "open_engine/core/uuid.hpp"
#include "open_engine/ref_scope.hpp"
#include "open_engine/renderer/model3d.hpp"
#include <Jolt/Physics/Body/BodyCreationSettings.h>
#include <Jolt/Physics/Body/BodyInterface.h>
#include <Jolt/Physics/Body/MotionType.h>
#include <Jolt/Physics/Collision/ObjectLayer.h>
#include <Jolt/Physics/Collision/Shape/Shape.h>
#include <Jolt/Physics/EActivation.h>
#include <glm/ext/matrix_transform.hpp> #include <glm/ext/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>
#include <glm/fwd.hpp> #include <glm/fwd.hpp>
@@ -30,15 +21,6 @@
namespace OpenEngine { namespace OpenEngine {
struct IDComponent
{
UUID id;
IDComponent() = default;
IDComponent(const IDComponent&) = default;
IDComponent(const UUID& uuid) : id(uuid) {};
};
struct TagComponent struct TagComponent
{ {
std::string tag; std::string tag;
@@ -85,8 +67,6 @@ namespace OpenEngine {
CameraComponent(const CameraComponent&) = default; CameraComponent(const CameraComponent&) = default;
}; };
class NativeScriptableEntity;
struct NativeScriptComponent struct NativeScriptComponent
{ {
NativeScriptableEntity* instance = nullptr; NativeScriptableEntity* instance = nullptr;
@@ -94,6 +74,9 @@ namespace OpenEngine {
NativeScriptableEntity* (*InstanciateScript)(); NativeScriptableEntity* (*InstanciateScript)();
void (*DestroyInstanceScript)(NativeScriptComponent*); void (*DestroyInstanceScript)(NativeScriptComponent*);
void OnImGuiRender(Entity& entity)
{};
template <typename T> template <typename T>
void Bind() void Bind()
{ {
@@ -103,83 +86,19 @@ namespace OpenEngine {
(delete nsc->instance); (delete nsc->instance);
nsc->instance = nullptr; nsc->instance = nullptr;
}; };
}; }
}; };
struct MeshComponent struct MeshComponent
{ {
Ref<Mesh> mesh; Ref<Mesh> mesh;
PrimitiveType primitive_type = PrimitiveType::None;
MeshComponent() = default; MeshComponent() = default;
MeshComponent(const MeshComponent&) = default; MeshComponent(const MeshComponent&) = default;
MeshComponent(const Ref<Mesh>& mesh) MeshComponent(const Ref<Mesh>& mesh)
: mesh(mesh) {}; : mesh(mesh) {}
}; };
struct MaterialComponent
{
Material material;
MaterialComponent() = default;
MaterialComponent(const MaterialComponent&) = default;
MaterialComponent(const Material& material)
: material(material) {};
};
struct PhysicsBodyComponent
{
BodyID body;
float linear_damping = 0.05f;
float angular_damping = 0.05f;
float gravity_factor = 1.0f;
float restitution = 0.8f;
float friction = 0.5f;
int type = (int)EMotionType::Static;
int initial_activation_state = (int)EActivation::Activate;
int layer = (int)Layers::MOVING;
PhysicsBodyComponent() = default;
PhysicsBodyComponent(const PhysicsBodyComponent&) = default;
};
// TODO: Let's add more shapes
struct BoxShapeComponent
{
glm::vec3 size = { 1.0f, 1.0f, 1.0f };
BoxShapeComponent() = default;
BoxShapeComponent(const BoxShapeComponent&) = default;
};
struct SphereShapeComponent
{
float radius = 1.0f;
SphereShapeComponent() = default;
SphereShapeComponent(const SphereShapeComponent&) = default;
};
struct PlaneShapeComponent
{
float extent = 1.0f;
PlaneShapeComponent() = default;
PlaneShapeComponent(const PlaneShapeComponent&) = default;
};
struct ModelComponent
{
Ref<Model3D> model;
ModelComponent() = default;
ModelComponent(const ModelComponent&) = default;
ModelComponent(Ref<Model3D>& model)
: model(model)
{}
};
} }
#endif // COMPONENTS_HPP #endif // COMPONENTS_HPP

View File

@@ -3,8 +3,6 @@
#include "open_engine/core.hpp" #include "open_engine/core.hpp"
#include "open_engine/core/uuid.hpp"
#include "open_engine/scene/components.hpp"
#include "open_engine/scene/scene.hpp" #include "open_engine/scene/scene.hpp"
#include <cstdint> #include <cstdint>
@@ -50,8 +48,6 @@ namespace OpenEngine {
return scene->registry.all_of<T>(handle); return scene->registry.all_of<T>(handle);
}; };
UUID GetUUID() { return GetComponents<IDComponent>().id; };
operator bool() const { return handle != entt::null; }; operator bool() const { return handle != entt::null; };
operator entt::entity() const { return handle; }; operator entt::entity() const { return handle; };
operator uint32_t() const { return (uint32_t)handle; }; operator uint32_t() const { return (uint32_t)handle; };

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@@ -1,7 +1,6 @@
#ifndef NATIVE_SCRIPTABLE_ENTITY_HPP #ifndef NATIVE_SCRIPTABLE_ENTITY_HPP
#define NATIVE_SCRIPTABLE_ENTITY_HPP #define NATIVE_SCRIPTABLE_ENTITY_HPP
#include "open_engine/scene/native_scriptable_entity.hpp"
#include "open_engine/scene/entity.hpp" #include "open_engine/scene/entity.hpp"
namespace OpenEngine { namespace OpenEngine {

View File

@@ -1,11 +1,8 @@
#ifndef SCENE_HPP #ifndef SCENE_HPP
#define SCENE_HPP #define SCENE_HPP
#include "open_engine/core/uuid.hpp"
#include "open_engine/renderer/editor_camera.hpp" #include "open_engine/renderer/editor_camera.hpp"
#include "open_engine/physics.hpp"
#include <Jolt/Physics/Body/BodyInterface.h>
#include <entt/entity/fwd.hpp> #include <entt/entity/fwd.hpp>
#include <entt/entt.hpp> #include <entt/entt.hpp>
#include <cstdint> #include <cstdint>
@@ -19,13 +16,8 @@ namespace OpenEngine {
public: public:
Scene() = default; Scene() = default;
~Scene() = default; ~Scene() = default;
Scene(Scene& other) {};
void OnRuntimeStart();
void OnRuntimeStop();
Entity CreateEntity(const std::string& name = std::string()); Entity CreateEntity(const std::string& name = std::string());
Entity CreateEntityWithUUID(UUID uuid, const std::string& name = std::string());
void DeleteEntity(entt::entity entity); void DeleteEntity(entt::entity entity);
void MarkEntityForDeletion(Entity entity); void MarkEntityForDeletion(Entity entity);
@@ -36,24 +28,19 @@ namespace OpenEngine {
void OnViewportResize(uint32_t width, uint32_t height); void OnViewportResize(uint32_t width, uint32_t height);
entt::registry& GetRegistry() { return registry; }; entt::registry& GetRegistry() { return registry; };
PhysicsEngine& GetPhysicsEngine() { return physics_engine; };
Entity GetPrimaryCamera(); Entity GetPrimaryCamera();
private: private:
void OnUpdatePhysics();
template<typename T> template<typename T>
void OnComponentAdded(Entity entity, T& component); void OnComponentAdded(Entity entity, T& component);
private: private:
entt::registry registry; entt::registry registry;
PhysicsEngine physics_engine;
BodyInterface* body_interface;
uint32_t viewport_width = 0, viewport_height = 0; uint32_t viewport_width = 0, viewport_height = 0;
std::vector<entt::entity> pending_deletion; std::vector<entt::entity> entities_to_be_deleted;
friend class SceneSerializer; friend class SceneSerializer;
friend class Entity; friend class Entity;

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@@ -1,24 +0,0 @@
#include <cstdint>
#include <pch.hpp>
#include <core/uuid.hpp>
#include <random>
namespace OpenEngine {
static std::random_device s_random_device;
static std::mt19937_64 s_engine(s_random_device());
static std::uniform_int_distribution<uint64_t> s_uniform_distribution;
UUID::UUID()
: uuid(s_uniform_distribution(s_engine))
{
}
UUID::UUID(uint64_t uuid)
: uuid(uuid)
{
}
}

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@@ -1,86 +0,0 @@
#include <pch.hpp>
#include "logging.hpp"
#include <fastgltf.hpp>
#include "ref_scope.hpp"
#include <cstddef>
#include <cstdint>
#include <glm/fwd.hpp>
#include <fastgltf/core.hpp>
#include <fastgltf/types.hpp>
#include <fastgltf/tools.hpp>
#include <fastgltf/glm_element_traits.hpp>
#include <vector>
namespace OpenEngine {
void loadPrimitive(fastgltf::Asset& asset,
fastgltf::Primitive& primitive,
Mesh& out)
{
if (primitive.indicesAccessor.has_value()) {
auto& accessor = asset.accessors[primitive.indicesAccessor.value()];
out.indices.resize(accessor.count);
fastgltf::iterateAccessorWithIndex<uint32_t>(asset, accessor,
[&](uint32_t index, size_t i) {
out.indices[i] = index;
});
}
{
auto* position_iterator = primitive.findAttribute("POSITION");
auto& accessor = asset.accessors[position_iterator->accessorIndex];
out.vertices.resize(accessor.count);
fastgltf::iterateAccessorWithIndex<glm::vec3>(asset, accessor,
[&](glm::vec3 pos, size_t i) {
out.vertices[i].position = pos;
});
}
if (auto* normal_iterator = primitive.findAttribute("NORMAL");
normal_iterator != primitive.attributes.end()) {
auto& accessor = asset.accessors[normal_iterator->accessorIndex];
fastgltf::iterateAccessorWithIndex<glm::vec3>(asset, accessor,
[&](glm::vec3 norm, size_t i) {
out.vertices[i].normal = norm;
});
}
{
if (primitive.materialIndex.has_value()) {
auto& material = asset.materials[primitive.materialIndex.value()];
auto& pbr = material.pbrData;
auto& c = pbr.baseColorFactor;
}
}
}
Ref<Mesh> TestGLTF()
{
fastgltf::Parser parser;
Ref<Mesh> new_mesh = CreateRef<Mesh>();
auto data = fastgltf::GltfDataBuffer::FromPath("assets/models/cube.glb");
if (data.error() != fastgltf::Error::None)
OE_CORE_ERROR("Could not parse model");
auto asset = parser.loadGltfBinary(data.get(), ".",
fastgltf::Options::LoadExternalBuffers
);
if (asset.error() != fastgltf::Error::None)
OE_CORE_ERROR("Could not optain asset");
for (auto& mesh : asset->meshes)
for (auto& primitive : mesh.primitives)
loadPrimitive(asset.get(), primitive, *new_mesh);
return new_mesh;
}
}

View File

@@ -1,137 +0,0 @@
#include "logging.hpp"
#include <pch.hpp>
#include <gltf/gltf_model3d.hpp>
#include <fastgltf/core.hpp>
#include <fastgltf/types.hpp>
#include <fastgltf/tools.hpp>
#include <fastgltf/glm_element_traits.hpp>
namespace OpenEngine {
void PopulateMesh(Mesh& mesh)
{
mesh.vertex_array = VertexArray::Create();
mesh.vertex_buffer = VertexBuffer::Create(mesh.vertices.size() * sizeof(MeshVertex));
mesh.vertex_buffer->SetData(mesh.vertices.data(), mesh.vertices.size() * sizeof(MeshVertex));
BufferLayout layout = {
{ ShaderDataType::Float3, "a_Position" },
{ ShaderDataType::Float3, "a_Normal" },
{ ShaderDataType::Float2, "a_TexCoord" }
};
mesh.vertex_buffer->SetLayout(layout);
mesh.vertex_array->AddVertexBuffer(mesh.vertex_buffer);
mesh.index_buffer = IndexBuffer::Create(mesh.indices.data(), mesh.indices.size());
mesh.vertex_array->SetIndexBuffer(mesh.index_buffer);
}
Ref<Mesh> CreateMesh(const std::vector<MeshVertex>& vertices,
const std::vector<uint32_t>& indices)
{
Ref<Mesh> mesh = CreateRef<Mesh>();
mesh->vertices = vertices;
mesh->indices = indices;
PopulateMesh(*mesh);
return mesh;
}
void GLTFModel3D::loadPrimitive(fastgltf::Asset& asset,
fastgltf::Primitive& primitive,
Mesh& out)
{
if (primitive.indicesAccessor.has_value()) {
auto& accessor = asset.accessors[primitive.indicesAccessor.value()];
out.indices.resize(accessor.count);
fastgltf::iterateAccessorWithIndex<uint32_t>(asset, accessor,
[&](uint32_t index, size_t i) {
out.indices[i] = index;
});
}
{
auto* position_iterator = primitive.findAttribute("POSITION");
auto& accessor = asset.accessors[position_iterator->accessorIndex];
out.vertices.resize(accessor.count);
fastgltf::iterateAccessorWithIndex<glm::vec3>(asset, accessor,
[&](glm::vec3 pos, size_t i) {
out.vertices[i].position = pos;
});
}
if (auto* normal_iterator = primitive.findAttribute("NORMAL");
normal_iterator != primitive.attributes.end()) {
auto& accessor = asset.accessors[normal_iterator->accessorIndex];
fastgltf::iterateAccessorWithIndex<glm::vec3>(asset, accessor,
[&](glm::vec3 norm, size_t i) {
out.vertices[i].normal = norm;
});
}
{
if (primitive.materialIndex.has_value()) {
auto& material = asset.materials[primitive.materialIndex.value()];
auto& pbr = material.pbrData;
auto& color = pbr.baseColorFactor;
auto& roughness = pbr.roughnessFactor;
auto& metallic = pbr.metallicFactor;
out.material.name = material.name;
out.material.albedo = glm::vec4(color[0], color[1], color[2], color[3]);
out.material.roughness = roughness;
out.material.metallic = metallic;
}
}
}
GLTFModel3D::GLTFModel3D(const char* path)
{
fastgltf::Parser parser;
auto data = fastgltf::GltfDataBuffer::FromPath(path);
if (data.error() != fastgltf::Error::None)
OE_CORE_ERROR("Could not parse model");
auto asset = parser.loadGltfBinary(data.get(), ".",
fastgltf::Options::LoadExternalBuffers
);
if (asset.error() != fastgltf::Error::None)
OE_CORE_ERROR("Could not optain asset");
for (auto& mesh : asset->meshes) {
name = mesh.name;
for (auto& primitive : mesh.primitives) {
Mesh prim_mesh;
loadPrimitive(asset.get(), primitive, prim_mesh);
PopulateMesh(prim_mesh);
meshes.emplace_back(prim_mesh);
}
}
};
const Mesh& GLTFModel3D::GetMesh(int index) const
{
return meshes[index];
}
const std::vector<Mesh>& GLTFModel3D::GetMeshes() const
{
return meshes;
}
}

View File

@@ -1,73 +0,0 @@
#include <pch.hpp>
#include <ref_scope.hpp>
#include <physics.hpp>
#include <Jolt/Physics/Body/BodyInterface.h>
#include <Jolt/Core/JobSystemThreadPool.h>
#include <Jolt/Core/Memory.h>
#include <Jolt/Physics/PhysicsSystem.h>
#include <Jolt/Physics/PhysicsUpdateContext.h>
bool ObjectLayerPairFilterImpl::ShouldCollide(ObjectLayer object1, ObjectLayer object2) const
{
switch (object1)
{
case Layers::NON_MOVING:
return object2 == Layers::MOVING; // Non moving only collides with moving
case Layers::MOVING:
return true; // Moving collides with everything
default:
JPH_ASSERT(false);
return false;
}
}
namespace OpenEngine {
PhysicsEngine::PhysicsEngine()
{
RegisterDefaultAllocator();
Trace = TraceImpl;
JPH_IF_ENABLE_ASSERTS(AssertFailed = AssertFailedImpl);
Factory::sInstance = new Factory();
RegisterTypes();
tmp_allocator = CreateRef<TempAllocatorImpl>(10 * 1024 * 1024);
job_system = CreateRef<JobSystemThreadPool>(cMaxPhysicsJobs,
cMaxPhysicsBarriers,
thread::hardware_concurrency() - 1);
physics_system.Init(
1024,
0,
1024,
1024,
broad_phase_layer_interface,
object_vs_broadphase_layer_filter,
object_vs_object_layer_filter);
//physics_system.SetBodyActivationListener(&body_activation_listener);
//physics_system.SetContactListener(&contact_listener);
// TODO: Check the comment on Jolt's example
physics_system.OptimizeBroadPhase();
}
PhysicsEngine::~PhysicsEngine() {
UnregisterTypes();
// Destroy the factory
delete Factory::sInstance;
Factory::sInstance = nullptr;
};
void PhysicsEngine::Update(float delta_time, int collision_steps)
{
physics_system.Update(delta_time, collision_steps, &*tmp_allocator, &*job_system);
}
}

View File

@@ -1,19 +0,0 @@
#include <pch.hpp>
#include <renderer/model3d.hpp>
#include <gltf/gltf_model3d.hpp>
#include <instrumentor.hpp>
#include <ref_scope.hpp>
namespace OpenEngine {
Ref<Model3D> Model3D::Create(const char* path)
{
OE_PROFILE_FUNCTION();
return CreateRef<GLTFModel3D>(path);
}
}

View File

@@ -23,6 +23,33 @@
namespace OpenEngine { namespace OpenEngine {
// SHOULD BE MOVED ================================== // SHOULD BE MOVED ==================================
Ref<Mesh> CreateMesh(const std::vector<MeshVertex>& vertices,
const std::vector<uint32_t>& indices)
{
Ref<Mesh> mesh = CreateRef<Mesh>();
mesh->vertices = vertices;
mesh->indices = indices;
mesh->vertex_array = VertexArray::Create();
mesh->vertex_buffer = VertexBuffer::Create(vertices.size() * sizeof(MeshVertex));
mesh->vertex_buffer->SetData(vertices.data(), vertices.size() * sizeof(MeshVertex));
BufferLayout layout = {
{ ShaderDataType::Float3, "a_Position" },
{ ShaderDataType::Float4, "a_Color" },
{ ShaderDataType::Float3, "a_Normal" },
{ ShaderDataType::Float2, "a_TexCoord" },
{ ShaderDataType::Int, "a_EntityID"}
};
mesh->vertex_buffer->SetLayout(layout);
mesh->vertex_array->AddVertexBuffer(mesh->vertex_buffer);
mesh->index_buffer = IndexBuffer::Create(indices.data(), indices.size());
mesh->vertex_array->SetIndexBuffer(mesh->index_buffer);
return mesh;
}
Ref<Mesh> CreateQuad(uint32_t id, bool back_face) Ref<Mesh> CreateQuad(uint32_t id, bool back_face)
{ {
@@ -34,16 +61,16 @@ namespace OpenEngine {
if (back_face) { if (back_face) {
vertices = { vertices = {
// Front face (normal 0, 0, 1) // Front face (normal 0, 0, 1)
{{-0.5f, -0.5f, 0.0f}, {0,0,1}, {0,0}}, {{-0.5f, -0.5f, 0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {0,0}, id},
{{-0.5f, 0.5f, 0.0f}, {0,0,1}, {0,1}}, {{-0.5f, 0.5f, 0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {0,1}, id},
{{ 0.5f, 0.5f, 0.0f}, {0,0,1}, {1,1}}, {{ 0.5f, 0.5f, 0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {1,1}, id},
{{ 0.5f, -0.5f, 0.0f}, {0,0,1}, {1,0}}, {{ 0.5f, -0.5f, 0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {1,0}, id},
// Back face (normal 0, 0, -1) // Back face (normal 0, 0, -1)
{{-0.5f, -0.5f, -0.0f}, {0,0,-1}, {0,0}}, {{-0.5f, -0.5f, -0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,-1}, {0,0}, id},
{{-0.5f, 0.5f, -0.0f}, {0,0,-1}, {0,1}}, {{-0.5f, 0.5f, -0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,-1}, {0,1}, id},
{{ 0.5f, 0.5f, -0.0f}, {0,0,-1}, {1,1}}, {{ 0.5f, 0.5f, -0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,-1}, {1,1}, id},
{{ 0.5f, -0.5f, -0.0f}, {0,0,-1}, {1,0}} {{ 0.5f, -0.5f, -0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,-1}, {1,0}, id}
}; };
indices = { indices = {
@@ -55,10 +82,10 @@ namespace OpenEngine {
} else { } else {
vertices = { vertices = {
// Front face (normal 0, 0, 1) // Front face (normal 0, 0, 1)
{{-0.5f, -0.5f, 0.0f}, {0,0,1}, {0,0}}, {{-0.5f, -0.5f, 0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {0,0}, id},
{{-0.5f, 0.5f, 0.0f}, {0,0,1}, {0,1}}, {{-0.5f, 0.5f, 0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {0,1}, id},
{{ 0.5f, 0.5f, 0.0f}, {0,0,1}, {1,1}}, {{ 0.5f, 0.5f, 0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {1,1}, id},
{{ 0.5f, -0.5f, 0.0f}, {0,0,1}, {1,0}} {{ 0.5f, -0.5f, 0.0f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {1,0}, id}
}; };
indices = { indices = {
@@ -76,40 +103,40 @@ namespace OpenEngine {
OE_CORE_DEBUG("Creating cube with id {}.", id); OE_CORE_DEBUG("Creating cube with id {}.", id);
std::vector<MeshVertex> vertices = { std::vector<MeshVertex> vertices = {
// Front face (normal 0, 0, 1) // Front face (normal 0, 0, 1)
{{-0.5f, -0.5f, 0.5f}, {0,0,1}, {0,0}}, {{-0.5f, -0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {0,0}, id},
{{-0.5f, 0.5f, 0.5f}, {0,0,1}, {0,1}}, {{-0.5f, 0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {0,1}, id},
{{ 0.5f, 0.5f, 0.5f}, {0,0,1}, {1,1}}, {{ 0.5f, 0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {1,1}, id},
{{ 0.5f, -0.5f, 0.5f}, {0,0,1}, {1,0}}, {{ 0.5f, -0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,1}, {1,0}, id},
// Back face (normal 0, 0, -1) // Back face (normal 0, 0, -1)
{{-0.5f, -0.5f, -0.5f}, {0,0,-1}, {0,0}}, {{-0.5f, -0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,-1}, {0,0}, id},
{{-0.5f, 0.5f, -0.5f}, {0,0,-1}, {0,1}}, {{-0.5f, 0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,-1}, {0,1}, id},
{{ 0.5f, 0.5f, -0.5f}, {0,0,-1}, {1,1}}, {{ 0.5f, 0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,-1}, {1,1}, id},
{{ 0.5f, -0.5f, -0.5f}, {0,0,-1}, {1,0}}, {{ 0.5f, -0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,0,-1}, {1,0}, id},
// Left face (normal -1, 0, 0) // Left face (normal -1, 0, 0)
{{-0.5f, -0.5f, -0.5f}, {-1,0,0}, {0,0}}, {{-0.5f, -0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {-1,0,0}, {0,0}, id},
{{-0.5f, 0.5f, -0.5f}, {-1,0,0}, {0,1}}, {{-0.5f, 0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {-1,0,0}, {0,1}, id},
{{-0.5f, 0.5f, 0.5f}, {-1,0,0}, {1,1}}, {{-0.5f, 0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {-1,0,0}, {1,1}, id},
{{-0.5f, -0.5f, 0.5f}, {-1,0,0}, {1,0}}, {{-0.5f, -0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {-1,0,0}, {1,0}, id},
// Right face (normal 1, 0, 0) // Right face (normal 1, 0, 0)
{{ 0.5f, -0.5f, -0.5f}, {1,0,0}, {0,0}}, {{ 0.5f, -0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {1,0,0}, {0,0}, id},
{{ 0.5f, 0.5f, -0.5f}, {1,0,0}, {0,1}}, {{ 0.5f, 0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {1,0,0}, {0,1}, id},
{{ 0.5f, 0.5f, 0.5f}, {1,0,0}, {1,1}}, {{ 0.5f, 0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {1,0,0}, {1,1}, id},
{{ 0.5f, -0.5f, 0.5f}, {1,0,0}, {1,0}}, {{ 0.5f, -0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {1,0,0}, {1,0}, id},
// Top face (normal 0, 1, 0) // Top face (normal 0, 1, 0)
{{-0.5f, 0.5f, -0.5f}, {0,1,0}, {0,0}}, {{-0.5f, 0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,1,0}, {0,0}, id},
{{-0.5f, 0.5f, 0.5f}, {0,1,0}, {0,1}}, {{-0.5f, 0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,1,0}, {0,1}, id},
{{ 0.5f, 0.5f, 0.5f}, {0,1,0}, {1,1}}, {{ 0.5f, 0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,1,0}, {1,1}, id},
{{ 0.5f, 0.5f, -0.5f}, {0,1,0}, {1,0}}, {{ 0.5f, 0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,1,0}, {1,0}, id},
// Bottom face (normal 0, -1, 0) // Bottom face (normal 0, -1, 0)
{{-0.5f, -0.5f, -0.5f}, {0,-1,0}, {0,0}}, {{-0.5f, -0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,-1,0}, {0,0}, id},
{{-0.5f, -0.5f, 0.5f}, {0,-1,0}, {0,1}}, {{-0.5f, -0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,-1,0}, {0,1}, id},
{{ 0.5f, -0.5f, 0.5f}, {0,-1,0}, {1,1}}, {{ 0.5f, -0.5f, 0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,-1,0}, {1,1}, id},
{{ 0.5f, -0.5f, -0.5f}, {0,-1,0}, {1,0}}, {{ 0.5f, -0.5f, -0.5f}, { 0.5f, 0.5f, 0.5f, 1 }, {0,-1,0}, {1,0}, id},
}; };
std::vector<uint32_t> indices = { std::vector<uint32_t> indices = {
@@ -149,11 +176,6 @@ namespace OpenEngine {
}; };
TransformData transform_buffer; TransformData transform_buffer;
Ref<UniformBuffer> transform_uniform_buffer; Ref<UniformBuffer> transform_uniform_buffer;
Material material_buffer;
Ref<UniformBuffer> material_uniform_buffer;
Ref<UniformBuffer> id_uniform_buffer;
}; };
static Renderer3DData renderer_data; static Renderer3DData renderer_data;
@@ -168,8 +190,6 @@ namespace OpenEngine {
renderer_data.color_shader_3d = Shader::Create("assets/shaders/color3d.glsl"); renderer_data.color_shader_3d = Shader::Create("assets/shaders/color3d.glsl");
renderer_data.camera_uniform_buffer = UniformBuffer::Create(sizeof(Renderer3DData::CameraData), 0); renderer_data.camera_uniform_buffer = UniformBuffer::Create(sizeof(Renderer3DData::CameraData), 0);
renderer_data.transform_uniform_buffer = UniformBuffer::Create(sizeof(Renderer3DData::TransformData), 1); renderer_data.transform_uniform_buffer = UniformBuffer::Create(sizeof(Renderer3DData::TransformData), 1);
renderer_data.material_uniform_buffer = UniformBuffer::Create(sizeof(Material), 2);
renderer_data.id_uniform_buffer = UniformBuffer::Create(sizeof(uint32_t), 3);
glEnable(GL_DEBUG_OUTPUT); glEnable(GL_DEBUG_OUTPUT);
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
@@ -181,11 +201,8 @@ namespace OpenEngine {
void Renderer3D::Shutdown() void Renderer3D::Shutdown()
{ {
renderer_data.color_shader_3d.reset();
renderer_data.camera_uniform_buffer.reset(); renderer_data.camera_uniform_buffer.reset();
renderer_data.transform_uniform_buffer.reset(); renderer_data.color_shader_3d.reset();
renderer_data.material_uniform_buffer.reset();
renderer_data.id_uniform_buffer.reset();
} }
void Renderer3D::BeginScene(const SceneCamera& camera, const glm::mat4& transform) void Renderer3D::BeginScene(const SceneCamera& camera, const glm::mat4& transform)
@@ -213,8 +230,7 @@ namespace OpenEngine {
} }
void Renderer3D::DrawMesh(const Ref<Mesh>& mesh, Material& material, void Renderer3D::DrawMesh(const Ref<Mesh>& mesh, const glm::mat4& transform)
const glm::mat4& transform)
{ {
OE_PROFILE_FUNCTION(); OE_PROFILE_FUNCTION();
@@ -223,55 +239,8 @@ namespace OpenEngine {
renderer_data.transform_buffer.transform = transform; renderer_data.transform_buffer.transform = transform;
renderer_data.transform_uniform_buffer->SetData(&renderer_data.transform_buffer, sizeof(Renderer3DData::TransformData)); renderer_data.transform_uniform_buffer->SetData(&renderer_data.transform_buffer, sizeof(Renderer3DData::TransformData));
renderer_data.material_buffer = material;
renderer_data.material_uniform_buffer->SetData(&renderer_data.material_buffer, sizeof(Material));
mesh->vertex_array->Bind(); mesh->vertex_array->Bind();
RenderCommand::DrawIndexed(mesh->vertex_array, mesh->indices.size()); RenderCommand::DrawIndexed(mesh->vertex_array, mesh->indices.size());
} }
void Renderer3D::DrawMesh(const Ref<Mesh>& mesh, Material& material,
const glm::mat4& transform,
uint32_t entity_id)
{
OE_PROFILE_FUNCTION();
renderer_data.color_shader_3d->Bind();
renderer_data.transform_buffer.transform = transform;
renderer_data.transform_uniform_buffer->SetData(&renderer_data.transform_buffer, sizeof(Renderer3DData::TransformData));
renderer_data.material_buffer = material;
renderer_data.material_uniform_buffer->SetData(&renderer_data.material_buffer, sizeof(Material));
renderer_data.id_uniform_buffer->SetData(&entity_id, sizeof(uint32_t));
mesh->vertex_array->Bind();
RenderCommand::DrawIndexed(mesh->vertex_array, mesh->indices.size());
}
void Renderer3D::DrawModel(const Ref<Model3D>& model,
const glm::mat4& transform,
uint32_t entity_id)
{
OE_PROFILE_FUNCTION();
renderer_data.color_shader_3d->Bind();
renderer_data.transform_buffer.transform = transform;
renderer_data.transform_uniform_buffer->SetData(&renderer_data.transform_buffer, sizeof(Renderer3DData::TransformData));
for (auto& mesh : *model) {
renderer_data.material_buffer = mesh.material;
renderer_data.material_uniform_buffer->SetData(&renderer_data.material_buffer, sizeof(Material));
renderer_data.id_uniform_buffer->SetData(&entity_id, sizeof(uint32_t));
mesh.vertex_array->Bind();
RenderCommand::DrawIndexed(mesh.vertex_array, mesh.indices.size());
}
}
} }

227
open_engine/src/open_engine/scene/scene.cpp Executable file → Normal file
View File

@@ -1,120 +1,18 @@
#include "logging.hpp" #include <cstdint>
#include "physics.hpp" #include <entt/entity/fwd.hpp>
#include "ref_scope.hpp"
#include "renderer/model3d.hpp"
#include <Jolt/Physics/Body/MotionType.h>
#include <Jolt/Physics/Collision/ObjectLayer.h>
#include <Jolt/Physics/Collision/Shape/ConvexShape.h>
#include <pch.hpp> #include <pch.hpp>
#include <renderer/renderer3d.hpp> #include <renderer/renderer3d.hpp>
#include <scene/components.hpp> #include <scene/components.hpp>
#include <open_engine/scene/native_scriptable_entity.hpp>
#include <scene/entity.hpp> #include <scene/entity.hpp>
#include <scene/scene.hpp> #include <scene/scene.hpp>
#include <core/time.hpp>
#include <Jolt/Physics/Collision/Shape/Shape.h>
#include <Jolt/Physics/Collision/Shape/PlaneShape.h>
#include <Jolt/Physics/Collision/Shape/BoxShape.h>
#include <Jolt/Physics/Collision/Shape/SphereShape.h>
#include <Jolt/Physics/EActivation.h>
#include <Jolt/Math/Real.h>
#include <Jolt/Math/Quat.h>
#include <cstdint>
#include <entt/entity/fwd.hpp>
namespace OpenEngine { namespace OpenEngine {
static Ref<ShapeSettings> CreateShape(entt::registry& reg, entt::entity e)
{
if (reg.any_of<BoxShapeComponent>(e)) {
auto& c = reg.get<BoxShapeComponent>(e);
return CreateRef<BoxShapeSettings>(ToJolt(c.size * 0.5f));
}
if (reg.any_of<SphereShapeComponent>(e)) {
auto& c = reg.get<SphereShapeComponent>(e);
return CreateRef<SphereShapeSettings>(c.radius);
}
if (reg.any_of<PlaneShapeComponent>(e)) {
auto& c = reg.get<PlaneShapeComponent>(e);
const Plane plane({ 0.0f, 1.0f, 0.0f }, 0);
return CreateRef<PlaneShapeSettings>(plane, nullptr, c.extent);
}
OE_CORE_ERROR("Entity {} has no shape component!", reg.get<TagComponent>(e).tag);
return nullptr;
};
void Scene::OnRuntimeStart()
{
body_interface = &physics_engine.GetBodyInterface();
// TODO: Cleanup components aquisition
auto view = registry.view<TransformComponent, PhysicsBodyComponent>();
for (auto e : view) {
Entity entity = { e, this };
auto shape_settings = CreateShape(registry, e);
if (!shape_settings)
shape_settings = CreateRef<BoxShapeSettings>(Vec3(0.5f, 0.5f, 0.5f));
auto shape_result = shape_settings->Create();
if (shape_result.HasError()) {
OE_CORE_ERROR("Shape creation failed: {}", shape_result.GetError().c_str());
continue;
}
ShapeRefC shape = shape_result.Get();
auto& pbc = entity.GetComponents<PhysicsBodyComponent>();
auto& tc = entity.GetComponents<TransformComponent>();
glm::vec3& pos = tc.translation;
glm::vec3& scale = tc.scale;
glm::vec3& rot = tc.rotation;
Quat quat = Quat::sEulerAngles(Vec3(rot.x, rot.y, rot.z));
BodyCreationSettings settings(
shape,
//new BoxShape(Vec3(scale.x * 0.5, scale.y * 0.5f, scale.z * 0.5f)),
Vec3(pos.x, pos.y, pos.z),
quat,
(EMotionType)pbc.type,
pbc.layer);
settings.mLinearDamping = pbc.linear_damping;
settings.mAngularDamping = pbc.angular_damping;
settings.mGravityFactor = pbc.gravity_factor;
settings.mRestitution = pbc.restitution;
settings.mFriction = pbc.friction;
settings.mObjectLayer = (ObjectLayer)pbc.layer;
pbc.body = body_interface->CreateAndAddBody(settings, (EActivation)pbc.initial_activation_state);
}
}
void Scene::OnRuntimeStop()
{
auto view = registry.view<PhysicsBodyComponent>();
for (auto e : view) {
Entity entity = { e, this };
auto& pbc = entity.GetComponents<PhysicsBodyComponent>();
body_interface->RemoveBody(pbc.body);
body_interface->DestroyBody(pbc.body);
}
}
Entity Scene::CreateEntity(const std::string& name) Entity Scene::CreateEntity(const std::string& name)
{
return CreateEntityWithUUID(UUID(), name);
}
Entity Scene::CreateEntityWithUUID(UUID uuid, const std::string& name)
{ {
Entity entity = { registry.create(), this }; Entity entity = { registry.create(), this };
entity.AddComponent<IDComponent>(uuid);
auto& tag = entity.AddComponent<TagComponent>(); auto& tag = entity.AddComponent<TagComponent>();
tag.tag = name.empty() ? "Entity" : name; tag.tag = name.empty() ? "Entity" : name;
@@ -128,31 +26,15 @@ namespace OpenEngine {
void Scene::MarkEntityForDeletion(Entity entity) void Scene::MarkEntityForDeletion(Entity entity)
{ {
pending_deletion.emplace_back(entity); entities_to_be_deleted.emplace_back(entity);
} }
void Scene::UpdateEntities() void Scene::UpdateEntities()
{ {
for (auto& entity : pending_deletion) for (auto& entity : entities_to_be_deleted)
DeleteEntity(entity); DeleteEntity(entity);
pending_deletion.clear(); entities_to_be_deleted.clear();
}
void Scene::OnUpdatePhysics()
{
static int step = 0;
static float accumulator = 0.0f;
static const float fixedDT = 1.0f / 60.0f;
float real_delta_time = Time::DeltaTime(); // e.g. from a timer
accumulator += real_delta_time;
if (accumulator >= fixedDT) {
step++;
physics_engine.Update(fixedDT, 1);
accumulator -= fixedDT;
}
} }
void Scene::OnUpdateRuntime() void Scene::OnUpdateRuntime()
@@ -172,40 +54,6 @@ namespace OpenEngine {
}); });
} }
auto view = registry.view<TransformComponent, PhysicsBodyComponent>();
for (auto e : view) {
Entity entity = { e, this };
auto& pos = entity.GetComponents<TransformComponent>().translation;
auto& body = entity.GetComponents<PhysicsBodyComponent>();
body_interface->SetPosition(body.body, { pos.x, pos.y, pos.z }, EActivation::Activate);
body_interface->SetRestitution(body.body, body.restitution);
body_interface->SetFriction(body.body, body.friction);
}
OnUpdatePhysics();
for (auto e : view) {
Entity entity = { e, this };
auto& transform = entity.GetComponents<TransformComponent>();
auto& body = entity.GetComponents<PhysicsBodyComponent>();
auto position = body_interface->GetPosition(body.body);
auto rotation = body_interface->GetRotation(body.body).GetEulerAngles();
transform.translation.x = position.GetX();
transform.translation.y = position.GetY();
transform.translation.z = position.GetZ();
transform.rotation.x = rotation.GetX();
transform.rotation.y = rotation.GetY();
transform.rotation.z = rotation.GetZ();
body_interface->SetGravityFactor(body.body, body.gravity_factor);
}
SceneCamera* main_camera = nullptr; SceneCamera* main_camera = nullptr;
glm::mat4 main_transform{ 1.0f }; glm::mat4 main_transform{ 1.0f };
{ {
@@ -225,15 +73,10 @@ namespace OpenEngine {
auto view = registry.view<TransformComponent, MeshComponent>(); auto view = registry.view<TransformComponent, MeshComponent>();
for (const auto& e : view) { for (const auto& entity : view) {
auto [transform, mesh] = view.get<TransformComponent, MeshComponent>(e); auto [transform, mesh] = view.get<TransformComponent, MeshComponent>(entity);
Entity entity(e, this);
Material material; Renderer3D::DrawMesh(mesh.mesh, GetTransformFromComp(transform));
if (entity.HasComponent<MaterialComponent>())
material = entity.GetComponents<MaterialComponent>().material;
Renderer3D::DrawMesh(mesh.mesh, material, GetTransformFromComp(transform));
/* /*
if (sprite.texture) if (sprite.texture)
Renderer2D::DrawQuad(GetTransformFromComp(transform), Renderer2D::DrawQuad(GetTransformFromComp(transform),
@@ -258,24 +101,7 @@ namespace OpenEngine {
for (const auto& entity : view) { for (const auto& entity : view) {
auto [transform, mesh] = view.get<TransformComponent, MeshComponent>(entity); auto [transform, mesh] = view.get<TransformComponent, MeshComponent>(entity);
Material material; Renderer3D::DrawMesh(mesh.mesh, GetTransformFromComp(transform));
Entity _entity(entity, this);
if (_entity.HasComponent<MaterialComponent>())
material = _entity.GetComponents<MaterialComponent>().material;
if (mesh.mesh)
Renderer3D::DrawMesh(mesh.mesh, material, GetTransformFromComp(transform), (uint32_t)_entity);
}
auto model_view = registry.view<TransformComponent, ModelComponent>();
for (const auto& entity : model_view) {
auto [transform, model_comp] = model_view.get<TransformComponent, ModelComponent>(entity);
Entity _entity(entity, this);
Renderer3D::DrawModel(model_comp.model, GetTransformFromComp(transform), (uint32_t)_entity);
} }
Renderer3D::EndScene(); Renderer3D::EndScene();
@@ -344,39 +170,4 @@ namespace OpenEngine {
void Scene::OnComponentAdded<MeshComponent>(Entity entity, MeshComponent& component) void Scene::OnComponentAdded<MeshComponent>(Entity entity, MeshComponent& component)
{ {
} }
template<>
void Scene::OnComponentAdded<MaterialComponent>(Entity entity, MaterialComponent& component)
{
}
template<>
void Scene::OnComponentAdded<PhysicsBodyComponent>(Entity entity, PhysicsBodyComponent& component)
{
}
template<>
void Scene::OnComponentAdded<SphereShapeComponent>(Entity entity, SphereShapeComponent& component)
{
}
template<>
void Scene::OnComponentAdded<BoxShapeComponent>(Entity entity, BoxShapeComponent& component)
{
}
template<>
void Scene::OnComponentAdded<IDComponent>(Entity entity, IDComponent& component)
{
}
template<>
void Scene::OnComponentAdded<PlaneShapeComponent>(Entity entity, PlaneShapeComponent& component)
{
}
template<>
void Scene::OnComponentAdded<ModelComponent>(Entity entity, ModelComponent& component)
{
}
} }

View File

@@ -1,9 +1,7 @@
#include <cstdint>
#include <pch.hpp> #include <pch.hpp>
#include "core.hpp" #include "core.hpp"
#include <scene/scene_serializer.hpp> #include <scene/scene_serializer.hpp>
#include "renderer/renderer3d.hpp"
#include "scene/components.hpp" #include "scene/components.hpp"
#include "scene/entity.hpp" #include "scene/entity.hpp"
@@ -88,12 +86,11 @@ namespace OpenEngine {
static void SerializeEntity(YAML::Emitter& out, Entity entity) static void SerializeEntity(YAML::Emitter& out, Entity entity)
{ {
OE_CORE_ASSERT(entity.HasComponent<IDComponent>(), "Entity is missing UUID.");
out << YAML::BeginMap; out << YAML::BeginMap;
out << YAML::Key << "Entity" << YAML::Value << entity.GetUUID(); // Needs random out << YAML::Key << "Entity" << YAML::Value << "412741205"; // Needs random
if (entity.HasComponent<TagComponent>()) { if (entity.HasComponent<TagComponent>())
{
out << YAML::Key << "TagComponent"; out << YAML::Key << "TagComponent";
out << YAML::BeginMap; // TagComponent out << YAML::BeginMap; // TagComponent
@@ -103,7 +100,8 @@ namespace OpenEngine {
out << YAML::EndMap; // TagComponent out << YAML::EndMap; // TagComponent
} }
if (entity.HasComponent<TransformComponent>()) { if (entity.HasComponent<TransformComponent>())
{
out << YAML::Key << "TransformComponent"; out << YAML::Key << "TransformComponent";
out << YAML::BeginMap; // TransformComponent out << YAML::BeginMap; // TransformComponent
@@ -115,7 +113,8 @@ namespace OpenEngine {
out << YAML::EndMap; // TransformComponent out << YAML::EndMap; // TransformComponent
} }
if (entity.HasComponent<CameraComponent>()) { if (entity.HasComponent<CameraComponent>())
{
out << YAML::Key << "CameraComponent"; out << YAML::Key << "CameraComponent";
out << YAML::BeginMap; // CameraComponent out << YAML::BeginMap; // CameraComponent
@@ -139,7 +138,8 @@ namespace OpenEngine {
out << YAML::EndMap; // CameraComponent out << YAML::EndMap; // CameraComponent
} }
if (entity.HasComponent<SpriteRendererComponent>()) { if (entity.HasComponent<SpriteRendererComponent>())
{
out << YAML::Key << "SpriteRendererComponent"; out << YAML::Key << "SpriteRendererComponent";
out << YAML::BeginMap; // SpriteRendererComponent out << YAML::BeginMap; // SpriteRendererComponent
@@ -149,78 +149,6 @@ namespace OpenEngine {
out << YAML::EndMap; // SpriteRendererComponent out << YAML::EndMap; // SpriteRendererComponent
} }
if (entity.HasComponent<MeshComponent>()) {
out << YAML::Key << "MeshComponent";
out << YAML::BeginMap; // MeshComponent
auto& mesh_component = entity.GetComponents<MeshComponent>();
out << YAML::Key << "MeshType" << YAML::Value << (int)mesh_component.primitive_type;
out << YAML::EndMap; // MeshComponent
}
if (entity.HasComponent<MaterialComponent>()) {
out << YAML::Key << "MaterialComponent";
out << YAML::BeginMap; // MaterialComponent
auto& material = entity.GetComponents<MaterialComponent>().material;
out << YAML::Key << "Albedo" << YAML::Value << material.albedo;
out << YAML::Key << "Roughness" << YAML::Value << material.roughness;
out << YAML::Key << "Metalic" << YAML::Value << material.metallic;
out << YAML::Key << "AmbiantStrength" << YAML::Value << material.ambient_strength;
out << YAML::Key << "SpecularStrength" << YAML::Value << material.specular_strength;
out << YAML::EndMap; // MaterialComponent
}
if (entity.HasComponent<PhysicsBodyComponent>()) {
out << YAML::Key << "PhysicsBodyComponent";
out << YAML::BeginMap; // PhysicsBodyComponent
auto& pbc = entity.GetComponents<PhysicsBodyComponent>();
out << YAML::Key << "LinearDamping" << YAML::Value << pbc.linear_damping;
out << YAML::Key << "AngularDamping" << YAML::Value << pbc.angular_damping;
out << YAML::Key << "GravityFactor" << YAML::Value << pbc.gravity_factor;
out << YAML::Key << "Restitution" << YAML::Value << pbc.restitution;
out << YAML::Key << "Friction" << YAML::Value << pbc.friction;
out << YAML::Key << "Type" << YAML::Value << pbc.type;
out << YAML::Key << "ActivationState" << YAML::Value << pbc.initial_activation_state;
out << YAML::Key << "Layer" << YAML::Value << pbc.layer;
out << YAML::EndMap; // PhysicsBodyComponent
}
if (entity.HasComponent<BoxShapeComponent>()) {
out << YAML::Key << "BoxShapeComponent";
out << YAML::BeginMap; //BoxShapeComponent
auto& bsc = entity.GetComponents<BoxShapeComponent>();
out << YAML::Key << "Size" << YAML::Value << bsc.size;
out << YAML::EndMap; //BoxShapeComponent
}
if (entity.HasComponent<SphereShapeComponent>()) {
out << YAML::Key << "SphereShapeComponent";
out << YAML::BeginMap; //SphereShapeComponent
auto& ssc = entity.GetComponents<SphereShapeComponent>();
out << YAML::Key << "Radius" << YAML::Value << ssc.radius;
out << YAML::EndMap; //SphereShapeComponent
}
if (entity.HasComponent<PlaneShapeComponent>()) {
out << YAML::Key << "PlaneShapeComponent";
out << YAML::BeginMap; //PlaneShapeComponent
auto& psc = entity.GetComponents<PlaneShapeComponent>();
out << YAML::Key << "Extent" << YAML::Value << psc.extent;
out << YAML::EndMap; //PlaneShapeComponent
}
out << YAML::EndMap; out << YAML::EndMap;
} }
@@ -263,10 +191,11 @@ namespace OpenEngine {
OE_CORE_TRACE("Deserializing scene '{0}'", sceneName); OE_CORE_TRACE("Deserializing scene '{0}'", sceneName);
auto entities = data["Entities"]; auto entities = data["Entities"];
if (entities) { if (entities)
{
for (auto entity : entities) for (auto entity : entities)
{ {
uint64_t uuid = entity["Entity"].as<uint64_t>(); uint64_t uuid = entity["Entity"].as<uint64_t>(); // TODO
std::string name; std::string name;
auto tagComponent = entity["TagComponent"]; auto tagComponent = entity["TagComponent"];
@@ -275,10 +204,11 @@ namespace OpenEngine {
OE_CORE_TRACE("Deserialized entity with ID = {0}, name = {1}", uuid, name); OE_CORE_TRACE("Deserialized entity with ID = {0}, name = {1}", uuid, name);
Entity deserializedEntity = context->CreateEntityWithUUID(uuid, name); Entity deserializedEntity = context->CreateEntity(name);
auto transformComponent = entity["TransformComponent"]; auto transformComponent = entity["TransformComponent"];
if (transformComponent) { if (transformComponent)
{
auto& tc = deserializedEntity.AddComponent<TransformComponent>(); auto& tc = deserializedEntity.AddComponent<TransformComponent>();
tc.translation = transformComponent["Translation"].as<glm::vec3>(); tc.translation = transformComponent["Translation"].as<glm::vec3>();
tc.rotation = transformComponent["Rotation"].as<glm::vec3>(); tc.rotation = transformComponent["Rotation"].as<glm::vec3>();
@@ -286,7 +216,8 @@ namespace OpenEngine {
} }
auto cameraComponent = entity["CameraComponent"]; auto cameraComponent = entity["CameraComponent"];
if (cameraComponent) { if (cameraComponent)
{
auto& cc = deserializedEntity.AddComponent<CameraComponent>(); auto& cc = deserializedEntity.AddComponent<CameraComponent>();
auto camera_props = cameraComponent["Camera"]; auto camera_props = cameraComponent["Camera"];
@@ -305,82 +236,16 @@ namespace OpenEngine {
} }
auto spriteRendererComponent = entity["SpriteRendererComponent"]; auto spriteRendererComponent = entity["SpriteRendererComponent"];
if (spriteRendererComponent) { if (spriteRendererComponent)
{
auto& src = deserializedEntity.AddComponent<SpriteRendererComponent>(); auto& src = deserializedEntity.AddComponent<SpriteRendererComponent>();
src.color = spriteRendererComponent["Color"].as<glm::vec4>(); src.color = spriteRendererComponent["Color"].as<glm::vec4>();
} }
auto mesh_component = entity["MeshComponent"];
if (mesh_component) {
auto& mesh = deserializedEntity.AddComponent<MeshComponent>();
mesh.primitive_type = (PrimitiveType)mesh_component["MeshType"].as<int>();
switch (mesh.primitive_type) {
case OpenEngine::PrimitiveType::Quad: {
mesh.mesh = CreateQuad((uint32_t)deserializedEntity);
break;
}
case OpenEngine::PrimitiveType::Cube: {
mesh.mesh = CreateCube((uint32_t)deserializedEntity);
break;
}
default: {
OE_CORE_ASSERT(false, "No mesh");
break;
}
}
}
auto material_component = entity["MaterialComponent"];
if (material_component) {
auto& material = deserializedEntity.AddComponent<MaterialComponent>();
material.material.albedo = material_component["Albedo"].as<glm::vec4>();
material.material.roughness = material_component["Roughness"].as<float>();
material.material.metallic = material_component["Metalic"].as<float>();
material.material.ambient_strength = material_component["AmbiantStrength"].as<float>();
material.material.specular_strength = material_component["SpecularStrength"].as<float>();
}
auto physics_body_component = entity["PhysicsBodyComponent"];
if (physics_body_component) {
auto& pbc = deserializedEntity.AddComponent<PhysicsBodyComponent>();
pbc.linear_damping = physics_body_component["LinearDamping"].as<float>();
pbc.angular_damping = physics_body_component["AngularDamping"].as<float>();
pbc.gravity_factor = physics_body_component["GravityFactor"].as<float>();
pbc.restitution = physics_body_component["Restitution"].as<float>();
pbc.friction = physics_body_component["Friction"].as<float>();
pbc.type = physics_body_component["Type"].as<int>();
pbc.initial_activation_state = physics_body_component["ActivationState"].as<int>();
pbc.layer = physics_body_component["Layer"].as<int>();
}
auto box_shape_component = entity["BoxShapeComponent"];
if (box_shape_component) {
auto& bsc = deserializedEntity.AddComponent<BoxShapeComponent>();
bsc.size = box_shape_component["Size"].as<glm::vec3>();
}
auto sphere_shape_component = entity["SphereShapeComponent"];
if (sphere_shape_component) {
auto& ssc = deserializedEntity.AddComponent<SphereShapeComponent>();
ssc.radius = sphere_shape_component["Radius"].as<float>();
}
auto plane_shape_component = entity["PlaneShapeComponent"];
if (sphere_shape_component) {
auto& psc = deserializedEntity.AddComponent<PlaneShapeComponent>();
psc.extent = plane_shape_component["Extent"].as<float>();
}
} }
} }
return true; return true;
} }
bool SceneSerializer::DeserializeRuntime(const std::string& file_path) bool SceneSerializer::DeserializeRuntime(const std::string& file_path)
{ {
OE_CORE_ASSERT(false, "Not implemented yet"); OE_CORE_ASSERT(false, "Not implemented yet");

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47
untitled_persp.oes Normal file
View File

@@ -0,0 +1,47 @@
Scene: N/A
Entities:
- Entity: 412741205
TagComponent:
Tag: square 3
TransformComponent:
Translation: [-1.49011612e-08, 0.299999774, -0.499999911]
Rotation: [-1.57079685, 0, 0]
Scale: [0.605000019, 0.60496217, 0.60496217]
SpriteRendererComponent:
Color: [1, 1, 1, 1]
- Entity: 412741205
TagComponent:
Tag: "square 2 "
TransformComponent:
Translation: [0, 0, -0.200000003]
Rotation: [0, 0, 0]
Scale: [0.600000024, 0.600000083, 0.600000024]
SpriteRendererComponent:
Color: [0.882352948, 0.745098054, 0.376470596, 1]
- Entity: 412741205
TagComponent:
Tag: square
TransformComponent:
Translation: [0.299827427, -9.68575478e-08, -0.499896437]
Rotation: [0, 1.57079637, 0]
Scale: [0.6049999, 0.604999959, 0.6049999]
SpriteRendererComponent:
Color: [0.517647088, 0.0901960805, 1, 1]
- Entity: 412741205
TagComponent:
Tag: camera
TransformComponent:
Translation: [0, 0, 20.8999996]
Rotation: [0, 0, 0]
Scale: [1, 1, 1]
CameraComponent:
Camera:
ProjectionType: 0
PerspectiveFOV: 45
PerspectiveNear: 0.00999999978
PerspectiveFar: 1000
OrthographicSize: 10
OrthographicNear: -1
OrthographicFar: 1
Primary: true
FixedAspectRatio: false