Use scene module in editor

This commit is contained in:
IlyaShurupov 2024-06-18 17:26:44 +03:00 committed by Ilya Shurupov
parent 5c90192c9f
commit 3bc43612ef
7 changed files with 78 additions and 140 deletions

View file

@ -11,11 +11,12 @@ file(GLOB HEADERS "./public/*.hpp" "./public/*/*.hpp")
add_library(${PROJECT_NAME} STATIC ${SOURCES} ${HEADERS})
target_include_directories(${PROJECT_NAME} PUBLIC ./public/ ${BINDINGS_INCLUDE} ./ext/)
target_link_libraries(${PROJECT_NAME} PUBLIC Graphics Connection Widgets Math RasterRender)
target_link_libraries(${PROJECT_NAME} PUBLIC Graphics Connection Widgets Math RasterRender 3DScene)
target_link_libraries(${PROJECT_NAME} PUBLIC ${BINDINGS_LIBS})
### -------------------------- Applications -------------------------- ###
add_executable(3DEditorApp ./applications/Entry.cpp ./applications/SceneLoad.cpp)
file(GLOB APP_SOURCES "./applications/*.cpp")
add_executable(3DEditorApp ${APP_SOURCES})
target_link_libraries(3DEditorApp ${PROJECT_NAME} Lua ImageIO)
file(COPY "rsc" DESTINATION "${CMAKE_BINARY_DIR}/${PROJECT_NAME}/")

View file

@ -5,18 +5,17 @@
using namespace tp;
bool loadMeshes(tp::Scene& scene, const std::string& objetsPath);
class EditorGUI : public Application {
public:
EditorGUI() {
Vec2F renderResolution = { 1000, 1000 };
auto canvas = this->mGraphics->getCanvas();
mGui = new EditorWidget<EventHandler, Canvas>(canvas, &geometry, renderResolution);
mGui = new EditorWidget<EventHandler, Canvas>(canvas, &mScene, renderResolution);
loadMeshes(geometry, "rsc/scene.obj");
mScene.load("rsc/scene.obj");
geometry.mCamera.lookAtPoint({ 0, 0, 0 }, { 3, 3, 2 }, { 0, 0, 1 });
mScene.mCamera.lookAtPoint({ 0, 0, 0 }, { 3, 3, 2 }, { 0, 0, 1 });
}
~EditorGUI() override { delete mGui; }
@ -33,7 +32,7 @@ public:
void drawFrame(Canvas* canvas) override { mGui->drawWrapper(*canvas); }
private:
Scene geometry;
Scene mScene;
WidgetManager mWidgetManager;
EditorWidget<EventHandler, Canvas>* mGui;
};

View file

@ -1,41 +0,0 @@
#include "Scene.hpp"
#include "obj/OBJ_Loader.h"
#include <filesystem>
bool loadMeshes(tp::Scene& scene, const std::string& objetsPath) {
using namespace tp;
objl::Loader Loader;
if (!Loader.LoadFile(objetsPath.c_str())) {
std::cout << "Failed to Load File. May have failed to find it or it was not an .obj file.\n";
return false;
}
for (auto& curMesh : Loader.LoadedMeshes) {
scene.mObjects.append(Object());
auto object = &scene.mObjects.last();
for (auto& vertex : curMesh.Vertices) {
// printf("{ %f, %f, %f }, \n", vertex.Position.X, vertex.Position.Y, vertex.Position.Z);
object->mTopology.Points.append(Vec3F{ vertex.Position.X, vertex.Position.Y, vertex.Position.Z });
object->mTopology.Normals.append(Vec3F{ vertex.Normal.X, vertex.Normal.Y, vertex.Normal.Z });
}
for (int j = 0; j < curMesh.Indices.size(); j += 3) {
uint4 idx1 = (int) curMesh.Indices[j];
uint4 idx2 = (int) curMesh.Indices[j + 1];
uint4 idx3 = (int) curMesh.Indices[j + 2];
// printf("{ %i, %i, %i },\n", idx1, idx2, idx3);
object->mTopology.Indexes.append({ idx1, idx2, idx3 });
}
if (object->mTopology.Normals.size() != object->mTopology.Points.size()) {
printf("Logic error loading normals\n");
}
}
return scene.mObjects.size();
}

View file

@ -0,0 +1,61 @@
#pragma once
#include "Scene.hpp"
#include "GraphicsApi.hpp"
namespace tp {
class ObjectBuffers : public GPUBuffers {
public:
ObjectBuffers(Object* object) {
mObject = (object);
auto& buff = mObject->mTopology.Points;
auto& indices = mObject->mTopology.Indexes;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vec3F) * buff.size(), buff.getBuff(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Vec3<uhalni>) * indices.size(), indices.getBuff(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
glEnableVertexAttribArray(0);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
Object* mObject = nullptr;
GLuint VAO = 0;
GLuint VBO = 0;
GLuint EBO = 0;
void drawCall() override {
auto& indices = mObject->mTopology.Indexes;
glBindVertexArray(VAO);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glDrawElements(GL_TRIANGLES, indices.size() * 3, GL_UNSIGNED_INT, nullptr);
// glDrawArrays(GL_TRIANGLES, 0, sizeof(buffer) / (2 * sizeof(float)));
// glBindVertexArray(0);
}
~ObjectBuffers() {
glDeleteBuffers(1, &VBO);
glDeleteVertexArrays(1, &VAO);
}
};
}

View file

@ -1,62 +1,8 @@
#include "Render.hpp"
#include "GraphicsApi.hpp"
#include "GPUBuffers.hpp"
using namespace tp;
class ObjectBuffers {
public:
ObjectBuffers(Object* object) {
mObject = (object);
auto& buff = mObject->mTopology.Points;
auto& indices = mObject->mTopology.Indexes;
glGenVertexArrays(1, &VAO);
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(Vec3F) * buff.size(), buff.getBuff(), GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Vec3<uhalni>) * indices.size(), indices.getBuff(), GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
glEnableVertexAttribArray(0);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
Object* mObject = nullptr;
GLuint VAO = 0;
GLuint VBO = 0;
GLuint EBO = 0;
void drawCall() {
auto& indices = mObject->mTopology.Indexes;
glBindVertexArray(VAO);
// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glDrawElements(GL_TRIANGLES, indices.size() * 3, GL_UNSIGNED_INT, nullptr);
// glDrawArrays(GL_TRIANGLES, 0, sizeof(buffer) / (2 * sizeof(float)));
// glBindVertexArray(0);
}
~ObjectBuffers() {
glDeleteBuffers(1, &VBO);
glDeleteVertexArrays(1, &VAO);
}
};
Render::Render(Vec2F renderResolution) :
mRenderBuffer(renderResolution) {
@ -72,8 +18,8 @@ Vec2F Render::getBufferSize() { return mRenderBuffer.getSize(); }
void Render::render(const Scene& geometry, Vec2F size) {
for (auto object : geometry.mObjects) {
if (!object->mBuffers) {
object->mBuffers = std::make_shared<ObjectBuffers>(&object.data());
if (!object->mGUPBuffers) {
object->mGUPBuffers = new ObjectBuffers(&object.data());
}
}
@ -101,7 +47,7 @@ void Render::render(const Scene& geometry, Vec2F size) {
glUniformMatrix4fv(basis, 1, false, &basisMat[0][0]);
glUniformMatrix4fv(camera, 1, true, &cameraMat[0][0]);
object->mBuffers->drawCall();
object->mGUPBuffers->drawCall();
}
mDefaultShader.unbind();

View file

@ -1,34 +0,0 @@
#pragma once
#include "Topology.hpp"
#include <memory>
class ObjectBuffers;
namespace tp {
class Object {
public:
Object() = default;
public:
Topology mTopology;
std::shared_ptr<ObjectBuffers> mBuffers;
};
struct PointLight {
Vec3F pos;
halnf fallOut = 1.f;
halnf intensity = 1.f;
};
class Scene {
public:
Scene() = default;
public:
Buffer<Object> mObjects;
Buffer<PointLight> mLights;
Camera mCamera;
};
}