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OpenEngine/application/include/sandbox.hpp
2026-02-03 14:52:21 +01:00

262 lines
9.7 KiB
C++
Executable File

#ifndef SANDBOX_HPP
#define SANDBOX_HPP
#include <open_engine.hpp>
#include "open_engine/core/time.hpp"
#include <glm/ext/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/fwd.hpp>
#include <imgui.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <string>
#include <unordered_map>
#include <vector>
class SandboxLayer : public OpenEngine::Layer
{
public:
OpenEngine::Ref<OpenEngine::VertexArray> CreateSquare()
{
OpenEngine::Ref<OpenEngine::VertexArray> square_vertex_array(OpenEngine::VertexArray::Create());
float square_vertices[5 * 4] = {
-0.5f, -0.5f, 0.0f, 0.0f, 0.0f,
0.5f, -0.5f, 0.0f, 1.0f, 0.0f,
0.5f, 0.5f, 0.0f, 1.0f, 1.0f,
-0.5f, 0.5f, 0.0f, 0.0f, 1.0f,
};
OpenEngine::Ref<OpenEngine::VertexBuffer> vertex_buffer = OpenEngine::VertexBuffer::Create(square_vertices, sizeof(square_vertices));
OpenEngine::BufferLayout layout = {
{ OpenEngine::ShaderDataType::Float3, "a_Position" },
{ OpenEngine::ShaderDataType::Float2, "a_TextCoord" }
};
vertex_buffer->SetLayout(layout);
square_vertex_array->AddVertexBuffer(vertex_buffer);
uint32_t indices[6] = { 0, 1, 2, 2, 3, 0 };
OpenEngine::Ref<OpenEngine::IndexBuffer> index_buffer = OpenEngine::IndexBuffer::Create(indices, sizeof(indices) / sizeof(uint32_t));
square_vertex_array->SetIndexBuffer(index_buffer);
return square_vertex_array;
}
void OnDetach() override
{
OE_DEBUG("OnDetach {}", __PRETTY_FUNCTION__);
}
SandboxLayer()
: Layer("sandbox"),
camera((float)OpenEngine::Application::Get().GetWindow().GetWidth() /
OpenEngine::Application::Get().GetWindow().GetHeight(), 1.0f)
{
OE_PROFILE_FUNCTION();
//vertex_array.reset(OpenEngine::VertexArray::Create());
{
OE_PROFILE_SCOPE("Creating Square");
square = CreateSquare();
}
//float vertices[3 * 7] = {
// -0.5f, -0.5f, 0.0f, 0.8f, 0.2f, 0.8f, 1.0f,
// 0.5f, -0.5f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f,
// 0.0f, 0.5f, 0.0f, 0.8f, 0.8f, 0.2f, 1.0f
//};
//OpenEngine::Ref<OpenEngine::VertexBuffer> vertex_buffer;
//vertex_buffer.reset(OpenEngine::VertexBuffer::Create(vertices, sizeof(vertices)));
//OpenEngine::BufferLayout layout = {
// {OpenEngine::ShaderDataType::Float3, "a_Position"},
// {OpenEngine::ShaderDataType::Float4, "a_Color"}
//};
//vertex_buffer->SetLayout(layout);
//vertex_array->AddVertexBuffer(vertex_buffer);
//uint32_t indices[3] = { 0, 1, 2 };
//OpenEngine::Ref<OpenEngine::IndexBuffer> index_buffer;
//index_buffer.reset(OpenEngine::IndexBuffer::Create(indices, sizeof(indices) / sizeof(uint32_t)));
//shader = OpenEngine::Shader::Create("./assets/shaders/texture.glsl");
//vertex_array->SetIndexBuffer(index_buffer);
//texture_shader = OpenEngine::Shader::Create("./assets/shaders/texture.glsl");
auto texture_shader = shader_library.Load("./assets/shaders/texture.glsl");
{
OE_PROFILE_SCOPE("Creating Textures");
texture = OpenEngine::Texture2D::Create("./assets/textures/container.jpg");
face = OpenEngine::Texture2D::Create("./assets/textures/awesomeface.png");
}
{
OE_PROFILE_SCOPE("Setting up shader uniforms");
texture_shader->Bind();
texture_shader->SetInt("u_Texture", 0);
texture_shader->SetVec4("u_Color", glm::vec4(1.0f));
texture_shader->SetFloat("u_TilingFactor", 1.0f);
}
{
OE_PROFILE_SCOPE("Listing Joysticks");
for (auto joystick : OpenEngine::Input::GetJoystickList())
OE_DEBUG("Joystick {}: {}", joystick.first, joystick.second);
}
bindings = {
{"fwd/bckwd", 1},
{"right/left", 0},
{"yaw", 2}
};
}
void moveCamera()
{
if (current_joystick != -1) {
float raw_axis = OpenEngine::Input::GetJoystickAxis(current_joystick, bindings["yaw"]);
float rotation = remap(raw_axis, -1, 1, -180, 180);
camera.GetCamera().SetRotation(rotation);
}
}
void moveSquare(glm::vec3& position)
{
float velocity = 1 * OpenEngine::Time::DeltaTime();
if (OpenEngine::Input::IsKeyPressed(OE_KEY_I))
position.y += velocity;
if (OpenEngine::Input::IsKeyPressed(OE_KEY_Y))
position.x -= velocity;
if (OpenEngine::Input::IsKeyPressed(OE_KEY_U))
position.y -= velocity;
if (OpenEngine::Input::IsKeyPressed(OE_KEY_O))
position.x += velocity;
}
void moveSquareF(glm::vec3& position)
{
if (current_joystick != -1) {
float test = OpenEngine::Input::GetJoystickAxis(current_joystick, bindings["fwd/bckwd"]);
position.y = test;
float test2 = OpenEngine::Input::GetJoystickAxis(current_joystick, bindings["right/left"]);
position.x = test2;
}
}
float remap(float value, float minInput, float maxInput, float minOutput, float maxOutput) {
// 1. Normalize the input to a 0.0 - 1.0 range
float t = (value - minInput) / (maxInput - minInput);
// 2. Use glm::mix to interpolate between the output range
return glm::mix(minOutput, maxOutput, t);
}
void OnUpdate() override
{
static glm::mat4 scale = glm::scale(glm::mat4(1.0f), glm::vec3(1.0f));
OpenEngine::RenderCommand::SetClearColor({1.0f, 0.0f, 1.0f, 1.0f});
OpenEngine::RenderCommand::Clear();
OpenEngine::Renderer::BeginScene(camera.GetCamera());
//shader->Bind();
//vertex_array->Bind();
moveCamera();
//glm::mat4 transform = glm::translate(glm::mat4(1.0f), triangle_position);
//OpenEngine::Renderer::Submit(shader, vertex_array, transform);
auto texture_shader = shader_library.Get("texture");
texture_shader->Bind();
//texture->Bind();
glm::mat4 square_transform = glm::translate(glm::mat4(1.0f), square_pos) * scale;
//OpenEngine::Renderer::Submit(texture_shader, square, square_transform);
moveSquare(square_pos);
moveSquareF(square_pos);
face->Bind();
OpenEngine::Renderer::Submit(texture_shader, square, square_transform);
OpenEngine::Renderer::EndScene();
//if (OpenEngine::Input::IsKeyPressed(OE_KEY_ESCAPE))
// OpenEngine::Application::Get().StopRunning();
camera.OnUpdate();
}
void OnEvent(OpenEngine::Event& event) override
{
OpenEngine::EventDispatcher dispatcher(event);
camera.OnEvent(event);
}
void OnImGuiRender() override
{
static std::vector<std::string> axis_labels;
static std::vector<const char*> axis_pointers;
if (axis_labels.empty()) {
axis_labels.reserve(MAX_AXIS);
axis_pointers.reserve(MAX_AXIS);
for (int i = 0; i < MAX_AXIS; ++i) {
axis_labels.push_back("Axis " + std::to_string(i + 1));
axis_pointers.push_back(axis_labels.back().c_str());
}
}
auto joysticks = OpenEngine::Input::GetJoystickList();
ImGui::Begin("Settings");
ImGui::ColorEdit3("Square Color", glm::value_ptr(square_color));
ImGui::TextColored(ImVec4(1,1,0,1), "Important Stuff");
ImGui::BeginChild("Child");
ImGui::Text("-1");
ImGui::RadioButton("None", &current_joystick, -1);
for (const auto& joystick : joysticks) {
ImGui::PushID(joystick.first);
ImGui::Text("%d", joystick.first);
ImGui::RadioButton(joystick.second.c_str(), &current_joystick, joystick.first);
ImGui::PopID();
}
ImGui::Text("Bindings");
for (auto& binding : bindings)
ImGui::Combo(binding.first.c_str(), (int*)&binding.second, axis_pointers.data(), (int)axis_pointers.size());
ImGui::EndChild();
ImGui::End();
}
OpenEngine::ShaderLibrary shader_library;
//OpenEngine::Ref<OpenEngine::Shader> shader;
//OpenEngine::OrthographicCamera camera = {-1.6f, 1.6f, -0.9f, 0.9f};
OpenEngine::OrthographicCameraController camera = {1280.0f / 1440.0f, 1.0f};
//OpenEngine::Ref<OpenEngine::VertexArray> vertex_array;
OpenEngine::Ref<OpenEngine::VertexArray> square;
glm::vec3 triangle_position{0.0f};
glm::vec3 square_pos{0.0f};
glm::vec3 square_color{0.0f};
OpenEngine::Ref<OpenEngine::Texture2D> texture, face;
//OpenEngine::Ref<OpenEngine::Shader> texture_shader;
int current_joystick = -1;
std::unordered_map<std::string, unsigned int> bindings;
};
class Sandbox : public OpenEngine::Application
{
public:
Sandbox();
~Sandbox();
};
#endif // SANDBOX_HPP