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OpenEngine/editor/include/editor.hpp
2026-02-10 09:41:34 +01:00

216 lines
7.3 KiB
C++
Executable File

#ifndef EDITOR_HPP
#define EDITOR_HPP
#include "open_engine/input/input_system.hpp"
#include <view_layer.hpp>
#include <open_engine.hpp>
#include <glm/ext/matrix_transform.hpp>
#include <glm/gtc/type_ptr.hpp>
#include <glm/matrix.hpp>
#include <glm/fwd.hpp>
#include <imgui.h>
#include <glad/glad.h>
#include <GLFW/glfw3.h>
class EditorLayer : public OpenEngine::Layer
{
public:
EditorLayer(OpenEngine::Ref<ViewLayer>& view_layer)
: OpenEngine::Layer("editor_layer"),
view(view_layer)
{
}
~EditorLayer() {};
void OnAttach() override
{
OE_PROFILE_FUNCTION();
}
void OnDetach() override
{
}
void OnUpdate() override
{
OpenEngine::Renderer2D::ResetStats();
{
OE_PROFILE_FUNCTION();
view->GetCamera().OnUpdate();
}
OpenEngine::Renderer2D::EndScene();
}
void OnEvent(OpenEngine::Event& event) override
{
OE_PROFILE_FUNCTION();
{
OE_PROFILE_SCOPE("Camera OnEvent");
view->GetCamera().OnEvent(event);
}
}
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);
}
glm::vec3 ScreenToWorld(
float screenX,
float screenY,
float screenZ, // depth value (0.0 = near plane, 1.0 = far plane)
const glm::mat4& view,
const glm::mat4& projection,
int viewportWidth,
int viewportHeight)
{
// 1. Convert screen coordinates to normalized device coordinates (NDC)
// Screen space: origin at top-left, Y points down
// NDC space: origin at center, range [-1, 1] for x and y
float x = (2.0f * screenX) / viewportWidth - 1.0f;
float y = 1.0f - (2.0f * screenY) / viewportHeight; // Flip Y
float z = 2.0f * screenZ - 1.0f; // [0,1] -> [-1,1]
glm::vec4 clipCoords(x, y, z, 1.0f);
// 2. Transform from clip space to view space
glm::mat4 invProjection = glm::inverse(projection);
glm::vec4 viewCoords = invProjection * clipCoords;
// 3. Transform from view space to world space
glm::mat4 invView = glm::inverse(view);
glm::vec4 worldCoords = invView * viewCoords;
// 4. Perspective divide
if (worldCoords.w != 0.0f) {
worldCoords /= worldCoords.w;
}
return glm::vec3(worldCoords);
}
void OnImGuiRender() override
{
OE_PROFILE_FUNCTION();
OpenEngine::Ref<OpenEngine::FrameBuffer> framebuffer = view->GetFramebuffer();
ImGui::DockSpaceOverViewport();
ImGui::Begin("Square settings");
//ImGui::SliderFloat("Angle", &angle, -360, 360);
//ImGui::ColorPicker4("Rectangle color", &rectangle_color[0]);
for (auto& result : profiling_results)
{
char label[50];
strcpy(label, "%.3fms ");
strcat(label, result.name);
ImGui::Text(label, result.duration);
}
profiling_results.clear();
ImGui::End();
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2{ 0, 0 });
ImGui::Begin("Viewport");
ImVec2 viewport_panel_size = ImGui::GetContentRegionAvail();
if (viewport_size != *((glm::vec2*)&viewport_panel_size)) {
framebuffer->Resize(viewport_panel_size.x, viewport_panel_size.y);
viewport_size = { viewport_panel_size.x, viewport_panel_size.y };
view->GetCamera().OnResize(viewport_panel_size.x, viewport_panel_size.y);
}
uint32_t texture_id = framebuffer->GetColorAttachmentRendererID();
ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_None;
if (ImGui::BeginTabBar("MyTabBar", tab_bar_flags))
{
if (ImGui::BeginTabItem("Avocado"))
{
ImVec2 imgui_cursor_position = ImGui::GetCursorScreenPos();
auto pair_position = OpenEngine::Input::GetMousePosition();
glm::vec2 mouse_position = { pair_position.first, pair_position.second };
int max_x = viewport_size.x + imgui_cursor_position.x;
int max_y = viewport_size.y + imgui_cursor_position.y;
if ((mouse_position.x <= max_x && mouse_position.x >= imgui_cursor_position.x)
&& (mouse_position.y <= max_y && mouse_position.y >= imgui_cursor_position.y)) {
float x = mouse_position.x - imgui_cursor_position.x;
float y = mouse_position.y - imgui_cursor_position.y;
auto& camera = view->GetCamera().GetCamera();
auto world_coords = ScreenToWorld(x, y, 0.0f,
camera.GetViewMatrix(),
camera.GetProjectionMatrix(),
viewport_size.x,
viewport_size.y);
view->SetCursorPos({ world_coords.x, world_coords.y });
}
ImGui::Image((void*)texture_id, ImVec2{ viewport_size.x, viewport_size.y }, ImVec2{ 0, 1 }, ImVec2{ 1, 0 });
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Broccoli"))
{
ImGui::Text("This is the Broccoli tab!\nblah blah blah blah blah");
ImGui::EndTabItem();
}
if (ImGui::BeginTabItem("Cucumber"))
{
ImGui::Text("This is the Cucumber tab!\nblah blah blah blah blah");
ImGui::EndTabItem();
}
ImGui::EndTabBar();
}
ImGui::End();
ImGui::PopStyleVar();
auto stats = OpenEngine::Renderer2D::GetStats();
static float time = 0;
time += OpenEngine::Time::DeltaTime();
if (time >= 1) {
time = 0;
}
ImGui::Begin("Statistics");
ImGui::Text("FPS: %0.0f", 1 / OpenEngine::Time::DeltaTime());
ImGui::Text("Renderer2D:");
ImGui::Text("\t\tDraw calls: %d", stats.draw_calls);
ImGui::Text("\t\tQuad count: %d", stats.quad_count);
ImGui::Text("\t\tVertices count: %d", stats.GetToralVertexCount());
ImGui::Text("\t\tIndices count: %d", stats.GetToralIndexCount());
ImGui::ShowDemoWindow();
ImGui::End();
}
private:
std::vector<OpenEngine::Time::ProfilingResult> profiling_results;
glm::vec2 viewport_size = { 0.0f, 0.0f };
OpenEngine::Ref<ViewLayer> view;
};
class EditorApp : public OpenEngine::Application
{
public:
EditorApp();
~EditorApp();
};
#endif // EDITOR_HPP