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8 Commits

77 changed files with 80158 additions and 73898 deletions

9
.gitmodules vendored
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@@ -20,3 +20,12 @@
[submodule "_ThirdParty/fmt"] [submodule "_ThirdParty/fmt"]
path = _ThirdParty/fmt path = _ThirdParty/fmt
url = https://github.com/fmtlib/fmt.git url = https://github.com/fmtlib/fmt.git
[submodule "_ThirdParty/json"]
path = _ThirdParty/json
url = https://github.com/nlohmann/json.git
[submodule "_ThirdParty/nfd"]
path = _ThirdParty/nfd
url = https://github.com/btzy/nativefiledialog-extended.git
[submodule "_ThirdParty/uuid"]
path = _ThirdParty/uuid
url = https://github.com/mariusbancila/stduuid.git

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@@ -12,35 +12,48 @@ set (GLFW_BUILD_TESTS OFF)
set (GLFW_BUILD_DOCS OFF) set (GLFW_BUILD_DOCS OFF)
add_subdirectory(_ThirdParty/glfw) add_subdirectory(_ThirdParty/glfw)
add_subdirectory(_ThirdParty/spdlog)
set (ASSIMP_INSTALL OFF)
add_subdirectory(_ThirdParty/assimp)
add_subdirectory(_ThirdParty/glm) add_subdirectory(_ThirdParty/glm)
add_subdirectory(_ThirdParty/entt) include_directories(src/imgui)
file(GLOB_RECURSE IMGUI_SOURCES src/imgui/*.cpp)
add_subdirectory(_ThirdParty/fmt)
include_directories(_ThirdParty/imgui/lib)
file(GLOB_RECURSE IMGUI_SOURCES _ThirdParty/imgui/lib/*.cpp)
file(GLOB_RECURSE SOURCES ${CMAKE_SOURCE_DIR}/src/*.cpp) file(GLOB_RECURSE SOURCES ${CMAKE_SOURCE_DIR}/src/*.cpp)
file(GLOB_RECURSE HEADERS ${CMAKE_SOURCE_DIR}/src/*.h) file(GLOB_RECURSE HEADERS ${CMAKE_SOURCE_DIR}/src/*.h)
add_subdirectory(_ThirdParty/entt)
add_subdirectory(_ThirdParty/fmt)
add_subdirectory(_ThirdParty/spdlog)
set(JSON_BuildTests OFF CACHE INTERNAL "")
add_subdirectory(_ThirdParty/json)
add_subdirectory(_ThirdParty/uuid)
add_subdirectory(_ThirdParty/nfd)
set (ASSIMP_INSTALL OFF)
add_subdirectory(_ThirdParty/assimp)
if(UNIX)
find_path(UNZIP_PATH unzip.h PATHS
/usr/include
/usr/local/include)
if(NOT UNZIP_PATH)
include_directories(/usr/include/minizip)
endif()
target_compile_options(assimp PRIVATE
-Wno-unused-but-set-variable
)
endif()
add_executable(${PROJECT_NAME} add_executable(${PROJECT_NAME}
${IMGUI_SOURCES} ${IMGUI_SOURCES}
${GLAD_SOURCE_DIR}/gl.c ${GLAD_SOURCE_DIR}/gl.c
${SOURCES} ${SOURCES}
${HEADERS}) ${HEADERS}
src/ProjectManifestFile.cpp
src/ProjectManifestFile.h)
add_custom_target(copy_resources target_link_libraries(${PROJECT_NAME} glfw spdlog assimp glm EnTT fmt nfd uuid)
COMMAND ${CMAKE_COMMAND} -E copy_directory
"${CMAKE_CURRENT_SOURCE_DIR}/resources"
"${CMAKE_CURRENT_BINARY_DIR}/resources"
COMMENT "Copying resources..."
)
target_link_libraries(${PROJECT_NAME} glfw spdlog assimp glm EnTT fmt)
target_include_directories(${PROJECT_NAME} PRIVATE ${ASSIMP_INCLUDE_INSTALL_DIR}) target_include_directories(${PROJECT_NAME} PRIVATE ${ASSIMP_INCLUDE_INSTALL_DIR})
target_include_directories(${PROJECT_NAME} PRIVATE _ThirdParty/json/single_include)
target_include_directories(${PROJECT_NAME} PRIVATE _ThirdParty/uuid/include)
target_include_directories(${PROJECT_NAME} PRIVATE src)

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@@ -1 +1,5 @@
# b_engine # b_engine
### if on linux and using wayland:
```cd _ThirdParty/nfd```
```git submodule update --init```

1
_ThirdParty/json vendored Submodule

Submodule _ThirdParty/json added at 630beaeb05

1
_ThirdParty/nfd vendored Submodule

Submodule _ThirdParty/nfd added at c9cc7baf28

1
_ThirdParty/uuid vendored Submodule

Submodule _ThirdParty/uuid added at 3afe7193fa

16
copy_imgui.sh Executable file
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@@ -0,0 +1,16 @@
#!/bin/bash
IMGUI_SRC="./src/imgui"
mkdir -p $IMGUI_SRC
# copy the headers
cp _ThirdParty/imgui/*.h $IMGUI_SRC
cp _ThirdParty/imgui/backends/imgui_impl_glfw.h $IMGUI_SRC
cp _ThirdParty/imgui/backends/imgui_impl_opengl3.h $IMGUI_SRC
cp _ThirdParty/imgui/backends/imgui_impl_opengl3_loader.h $IMGUI_SRC
# copy the source files
cp _ThirdParty/imgui/*.cpp $IMGUI_SRC
cp _ThirdParty/imgui/backends/imgui_impl_glfw.cpp $IMGUI_SRC
cp _ThirdParty/imgui/backends/imgui_impl_opengl3.cpp $IMGUI_SRC

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@@ -0,0 +1,5 @@
{
"name": "phong",
"vertex": "phong.vert",
"fragment": "phong.frag"
}

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Before

Width:  |  Height:  |  Size: 8.3 MiB

After

Width:  |  Height:  |  Size: 8.3 MiB

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@@ -1,12 +0,0 @@
# Blender 3.6.0 MTL File: 'None'
# www.blender.org
newmtl 01_-_Default.001
Ns 10.000005
Ka 1.000000 1.000000 1.000000
Ks 0.000000 0.000000 0.000000
Ke 0.000000 0.000000 0.000000
Ni 1.450000
d 1.000000
illum 1
map_Kd Corvette_C4_Base_Color.png

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@@ -1,46 +0,0 @@
# Blender v2.76 (sub 0) OBJ File: ''
# www.blender.org
mtllib cube.mtl
o Cube
v 1.000000 -1.000000 -1.000000
v 1.000000 -1.000000 1.000000
v -1.000000 -1.000000 1.000000
v -1.000000 -1.000000 -1.000000
v 1.000000 1.000000 -0.999999
v 0.999999 1.000000 1.000001
v -1.000000 1.000000 1.000000
v -1.000000 1.000000 -1.000000
vt 1.000000 0.333333
vt 1.000000 0.666667
vt 0.666667 0.666667
vt 0.666667 0.333333
vt 0.666667 0.000000
vt 0.000000 0.333333
vt 0.000000 0.000000
vt 0.333333 0.000000
vt 0.333333 1.000000
vt 0.000000 1.000000
vt 0.000000 0.666667
vt 0.333333 0.333333
vt 0.333333 0.666667
vt 1.000000 0.000000
vn 0.000000 -1.000000 0.000000
vn 0.000000 1.000000 0.000000
vn 1.000000 0.000000 0.000000
vn -0.000000 0.000000 1.000000
vn -1.000000 -0.000000 -0.000000
vn 0.000000 0.000000 -1.000000
usemtl Material
s off
f 2/1/1 3/2/1 4/3/1
f 8/1/2 7/4/2 6/5/2
f 5/6/3 6/7/3 2/8/3
f 6/8/4 7/5/4 3/4/4
f 3/9/5 7/10/5 8/11/5
f 1/12/6 4/13/6 8/11/6
f 1/4/1 2/1/1 4/3/1
f 5/14/2 8/1/2 6/5/2
f 1/12/3 5/6/3 2/8/3
f 2/12/4 6/8/4 3/4/4
f 4/13/5 3/9/5 8/11/5
f 5/6/6 1/12/6 8/11/6

File diff suppressed because it is too large Load Diff

21
src/AssetRecord.h Normal file
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@@ -0,0 +1,21 @@
//
// Created by slinky on 5/14/26.
//
#ifndef B_ENGINE_ASSETRECORD_H
#define B_ENGINE_ASSETRECORD_H
#include <string>
#include "uuid.h"
#include "Types.h"
struct AssetRecord {
uuids::uuid uuid;
std::string sourcePath;
std::string cachePath;
AssetType assetType;
};
#endif //B_ENGINE_ASSETRECORD_H

207
src/AssetRegistry.cpp Normal file
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@@ -0,0 +1,207 @@
//
// Created by slinky on 5/14/26.
//
#include "AssetRegistry.h"
#include "AssetRecord.h"
#include <filesystem>
#include <fstream>
#include <unordered_set>
#include "MeshManager.h"
#include "ModelImporter.h"
#include "TextureManager.h"
#include "uuid.h"
#include "nlohmann/json.hpp"
#include "spdlog/spdlog.h"
using json = nlohmann::json;
std::unordered_map<uuids::uuid, std::unique_ptr<AssetRecord>> AssetRegistry::_registry;
const std::unordered_set<std::string> TextureExtensions = {
".jpg", ".jpeg", ".png", ".gif", ".bmp", ".webp", ".tiff"
};
const std::unordered_set<std::string> ModelExtensions = {
".obj", ".fbx", ".gltf", ".glb"
};
const std::unordered_set<std::string> ShaderExtensions = {
".vert", ".frag", ".glsl"
};
AssetType check_asset_type(const Path& path) {
if (!path.has_extension()) {
return AssetType::UNKNOWN;
}
if (fs::is_directory(path)) {
return AssetType::DIRECTORY;
}
if (TextureExtensions.contains(path.extension().string())) {
return AssetType::TEXTURE;
}
if (ModelExtensions.contains(path.extension().string())) {
return AssetType::MODEL;
}
if (ShaderExtensions.contains(path.extension().string())) {
return AssetType::SHADER;
}
return AssetType::UNKNOWN;
}
uuids::uuid generate_uuid() {
thread_local auto gen = [] {
std::random_device rd;
auto seed_data =
std::array<int, std::mt19937::state_size>{};
std::generate(seed_data.begin(),
seed_data.end(),
std::ref(rd));
std::seed_seq seq(seed_data.begin(), seed_data.end());
std::mt19937 engine(seq);
return uuids::uuid_random_generator{engine};
}();
return gen();
}
void AssetRegistry::read_directory(const Path& path) {
fs::recursive_directory_iterator directory{path};
std::vector<fs::directory_entry> entries;
for (const auto& entry : directory) {
if (entry.exists()) {
entries.push_back(entry);
}
}
for (const auto& entry : entries) {
if (entry.path().extension() == ".meta") {
continue;
}
if (!generate_meta_file(entry.path())) {
spdlog::error("Failed to generate meta file for {}", entry.path().string());
continue;
}
std::optional<AssetRecord> record = read_meta_file(entry.path());
if (!record) {
continue;
}
_registry[record->uuid] = std::make_unique<AssetRecord>(*record);
AssetRecord* asset = _registry[record->uuid].get();
load_asset(asset);
if (entry.is_directory()) {
read_directory(entry.path());
}
}
}
bool AssetRegistry::does_meta_exist(const Path& path) {
Path meta = path;
meta += ".meta";
return fs::exists(meta);
}
std::optional<AssetRecord> AssetRegistry::read_meta_file(const Path &path) {
Path meta = path;
meta += ".meta";
if (!fs::exists(meta) && !generate_meta_file(path)) {
return std::optional<AssetRecord>{};
}
try {
AssetRecord record;
std::stringstream ss;
std::ifstream file {meta};
ss << file.rdbuf();
file.close();
std::string metaContent = ss.str();
json metaJson = json::parse(metaContent);
auto uuidString = metaJson["uuid"].get<std::string>();
std::optional<uuids::uuid> uuid = uuids::uuid::from_string(uuidString);
if (!uuid)
{
return std::optional<AssetRecord>{};
}
record.uuid = *uuid;
record.sourcePath = metaJson["sourcePath"].get<std::string>();
record.assetType = static_cast<AssetType>(metaJson["assetType"].get<int>());
return std::optional{record};
} catch (const std::exception& e) {
spdlog::error("Failed to read meta file: {}", e.what());
return std::optional<AssetRecord>{};
}
}
bool AssetRegistry::generate_meta_file(const Path& path) {
Path meta = path;
meta += ".meta";
if (fs::exists(meta)) return true;
try {
nlohmann::json j;
j["uuid"] = uuids::to_string(generate_uuid());
j["sourcePath"] = path.string();
j["assetType"] = check_asset_type(path);
std::ofstream file {meta};
std::stringstream ss;
ss << j.dump();
file << ss.str();
file.close();
} catch (const std::exception& e) {
spdlog::error("File exception while generating meta file: {}", e.what());
return false;
}
return true;
}
void AssetRegistry::load_asset(const AssetRecord* asset) {
switch (asset->assetType) {
case AssetType::SHADER:
return;
case AssetType::TEXTURE: {
ResourceHandle handle;
handle.assetUUID = asset->uuid;
TextureManager::textures[handle] = TextureManager::load_from_file(asset->sourcePath);
return;
}
case AssetType::MODEL: {
std::vector<Mesh> meshes = ModelImporter::load_from_file(asset->sourcePath);
for (int i = 0; i < meshes.size(); i++) {
ResourceHandle meshHandle;
meshHandle.assetUUID = asset->uuid;
meshHandle.localId = i + 1;
MeshManager::meshes[meshHandle] = std::make_unique<Mesh>(meshes[i]);
}
return;
}
case AssetType::DIRECTORY:
case AssetType::UNKNOWN:
break;
}
}

38
src/AssetRegistry.h Normal file
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@@ -0,0 +1,38 @@
//
// Created by slinky on 5/14/26.
//
#ifndef B_ENGINE_ASSETREGISTRY_H
#define B_ENGINE_ASSETREGISTRY_H
#include <unordered_map>
#include <memory>
#include <vector>
#include <string_view>
#include <filesystem>
#include "AssetRecord.h"
#include "uuid.h"
namespace fs = std::filesystem;
using Directory = fs::recursive_directory_iterator;
using Path = fs::path;
class AssetRegistry {
public:
static void read_directory(const Path& path);
static std::vector<AssetRecord*> get_records();
static AssetRecord* get_record(uuids::uuid uuid);
private:
static std::unordered_map<uuids::uuid, std::unique_ptr<AssetRecord>> _registry;
static bool does_meta_exist(const Path& path);
static std::optional<AssetRecord> read_meta_file(const Path& path);
static bool generate_meta_file(const Path& path);
static void load_asset(const AssetRecord* asset);
};
#endif //B_ENGINE_ASSETREGISTRY_H

93
src/Camera.cpp Normal file
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@@ -0,0 +1,93 @@
//
// Created by slinky on 5/3/26.
//
#include "Camera.h"
#include "glm/ext/matrix_transform.hpp"
#include "glm/ext/matrix_clip_space.hpp"
Camera::Camera(const glm::vec3 &pos, float pitch, float yaw, float aspectRatio) : _position(pos), _yaw(yaw), _pitch(pitch), _aspectRatio(aspectRatio) {
update_camera_vectors();
update_view();
update_projection();
}
const glm::mat4& Camera::view() const {
return _view;
}
const glm::mat4& Camera::projection() const {
return _projection;
}
const glm::vec3& Camera::position() const {
return _position;
}
glm::vec3 Camera::front() const {
return glm::normalize(_front);
}
glm::vec3 Camera::right() const {
return glm::normalize(_right);
}
glm::vec3 Camera::up() const {
return glm::normalize(_up);
}
float Camera::aspect_ratio() const {
return _aspectRatio;
}
void Camera::rotate_pitch(float offset) {
_pitch += offset;
if (_pitch < MIN_PITCH) {
_pitch = MIN_PITCH;
}
if (_pitch > MAX_PITCH) {
_pitch = MAX_PITCH;
}
update_camera_vectors();
update_view();
}
void Camera::rotate_yaw(float offset) {
_yaw += offset;
update_camera_vectors();
update_view();
}
void Camera::translate(const glm::vec3& translation) {
_position += translation;
update_view();
}
void Camera::update_aspect_ratio(float aspectRatio) {
_aspectRatio = aspectRatio;
_projection = glm::perspective(glm::radians(75.f), _aspectRatio, 0.1f, 100.0f);
}
void Camera::update_camera_vectors() {
_front = {};
_front.x = cos(glm::radians(_yaw)) * cos(glm::radians(_pitch));
_front.y = sin(glm::radians(_pitch));
_front.z = sin(glm::radians(_yaw)) * cos(glm::radians(_pitch));
_front = glm::normalize(_front);
_right = glm::normalize(glm::cross(_front, WORLD_UP));
_up = glm::normalize(glm::cross(_right, _front));
}
void Camera::update_projection() {
_projection = glm::perspective(glm::radians(75.f), _aspectRatio, 0.1f, 100.0f);
}
void Camera::update_view() {
_view = glm::lookAt(_position, _position + _front, _up);
}

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@@ -12,29 +12,24 @@ constexpr float MIN_PITCH = -89.f;
constexpr glm::vec3 WORLD_UP = {0.0f, 1.0f, 0.0f}; constexpr glm::vec3 WORLD_UP = {0.0f, 1.0f, 0.0f};
enum CAMERA_MOVEMENT { class Camera {
FORWARD,
BACKWARD,
LEFT,
RIGHT,
UP,
DOWN,
};
class FreeCamera {
public: public:
FreeCamera() = default; Camera() = default;
FreeCamera(const glm::vec3 &pos, float pitch, float yaw, float aspectRatio); Camera(const glm::vec3 &pos, float pitch, float yaw, float aspectRatio);
[[nodiscard]] const glm::mat4& projection() const; [[nodiscard]] const glm::mat4& projection() const;
[[nodiscard]] const glm::mat4& view() const; [[nodiscard]] const glm::mat4& view() const;
[[nodiscard]] const glm::vec3& position() const; [[nodiscard]] const glm::vec3& position() const;
[[nodiscard]] glm::vec3 front() const;
[[nodiscard]] glm::vec3 up() const;
[[nodiscard]] glm::vec3 right() const;
[[nodiscard]] float aspect_ratio() const;
void update_aspect_ratio(float aspectRatio); void update_aspect_ratio(float aspectRatio);
void rotate_yaw(float offset); void rotate_yaw(float offset);
void rotate_pitch(float offset); void rotate_pitch(float offset);
void move(CAMERA_MOVEMENT direction, float offset); void translate(const glm::vec3& direction);
private: private:
void update_camera_vectors(); void update_camera_vectors();
void update_projection(); void update_projection();
@@ -42,9 +37,9 @@ private:
glm::vec3 _position{}; glm::vec3 _position{};
glm::vec3 front{}; glm::vec3 _front{};
glm::vec3 up{}; glm::vec3 _up{};
glm::vec3 right{}; glm::vec3 _right{};
glm::mat4 _view{}; glm::mat4 _view{};
glm::mat4 _projection{}; glm::mat4 _projection{};

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@@ -6,6 +6,7 @@
#define B_ENGINE_COMPONENTS_H #define B_ENGINE_COMPONENTS_H
#include "Model.h" #include "Model.h"
#include "ResourceHandle.h"
#include "entt/entt.hpp" #include "entt/entt.hpp"
#include "glm/glm.hpp" #include "glm/glm.hpp"
@@ -17,6 +18,7 @@ namespace Components {
glm::vec3 rotation{}; glm::vec3 rotation{};
glm::vec3 scale{}; glm::vec3 scale{};
glm::mat4 model = glm::identity<glm::mat4>(); glm::mat4 model = glm::identity<glm::mat4>();
bool dirty {true};
}; };
struct Relationship { struct Relationship {
@@ -26,8 +28,8 @@ namespace Components {
entt::entity next_sibling {entt::null}; entt::entity next_sibling {entt::null};
}; };
struct Drawable { struct Mesh {
std::shared_ptr<Model> model {nullptr}; ResourceHandle handle;
}; };
struct DirectionalLight { struct DirectionalLight {
@@ -40,6 +42,10 @@ namespace Components {
struct Tag { struct Tag {
std::string name; std::string name;
}; };
struct Material {
ResourceHandle handle;
};
} }

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@@ -0,0 +1,9 @@
//
// Created by slinky on 5/18/26.
//
#include "DefaultResourceHandles.h"
ResourceHandle DefaultResourceHandles::DEFAULT_DIFFUSE_TEXTURE = ResourceHandle { uuids::uuid::from_string("").value(), 0 };
ResourceHandle DefaultResourceHandles::DEFAULT_SPECULAR_TEXTURE = ResourceHandle { uuids::uuid::from_string("").value(), 0 };
ResourceHandle DefaultResourceHandles::DEFAULT_SHADER = ResourceHandle { uuids::uuid::from_string("").value(), 0 };

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@@ -0,0 +1,16 @@
//
// Created by slinky on 5/18/26.
//
#ifndef B_ENGINE_DEFAULTRESOURCEHANDLES_H
#define B_ENGINE_DEFAULTRESOURCEHANDLES_H
#include "ResourceHandle.h"
struct DefaultResourceHandles {
static ResourceHandle DEFAULT_DIFFUSE_TEXTURE;
static ResourceHandle DEFAULT_SPECULAR_TEXTURE;
static ResourceHandle DEFAULT_SHADER;
};
#endif //B_ENGINE_DEFAULTRESOURCEHANDLES_H

21
src/EditorContext.h Normal file
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@@ -0,0 +1,21 @@
//
// Created by slinky on 5/11/26.
//
#ifndef B_ENGINE_EDITORCONTEXT_H
#define B_ENGINE_EDITORCONTEXT_H
#include "Scene.h"
#include "GLFW/glfw3.h"
struct EditorContext {
bool sceneViewerFocused = false;
glm::vec2 viewportSize = glm::vec2 {};
float viewportAspectRatio = 1;
Scene* scene {nullptr};
GLFWwindow* window;
entt::entity selectedEntity;
};
#endif //B_ENGINE_EDITORCONTEXT_H

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@@ -1,99 +0,0 @@
//
// Created by slinky on 5/3/26.
//
#include "FreeCamera.h"
#include "glm/ext/matrix_transform.hpp"
#include "glm/ext/matrix_clip_space.hpp"
FreeCamera::FreeCamera(const glm::vec3 &pos, float pitch, float yaw, float aspectRatio) : _position(pos), _yaw(yaw), _pitch(pitch), _aspectRatio(aspectRatio) {
update_camera_vectors();
update_view();
update_projection();
}
const glm::mat4& FreeCamera::view() const {
return _view;
}
const glm::mat4& FreeCamera::projection() const {
return _projection;
}
const glm::vec3& FreeCamera::position() const {
return _position;
}
void FreeCamera::rotate_pitch(float offset) {
_pitch += offset;
if (_pitch < MIN_PITCH) {
_pitch = MIN_PITCH;
}
if (_pitch > MAX_PITCH) {
_pitch = MAX_PITCH;
}
update_camera_vectors();
update_view();
}
void FreeCamera::rotate_yaw(float offset) {
_yaw += offset;
update_camera_vectors();
update_view();
}
void FreeCamera::move(CAMERA_MOVEMENT direction, float offset) {
glm::vec3 finalDirection = {};
switch (direction) {
case FORWARD:
finalDirection = front;
break;
case BACKWARD:
finalDirection = -front;
break;
case LEFT:
finalDirection = -right;
break;
case RIGHT:
finalDirection = right;
break;
case UP:
finalDirection = up;
break;
case DOWN:
finalDirection = -up;
break;
}
finalDirection = glm::normalize(finalDirection);
_position += finalDirection * offset;
_view = glm::lookAt(_position, _position + front, up);
}
void FreeCamera::update_aspect_ratio(float aspectRatio) {
_aspectRatio = aspectRatio;
_projection = glm::perspective(glm::radians(75.f), _aspectRatio, 0.1f, 100.0f);
}
void FreeCamera::update_camera_vectors() {
front = {};
front.x = cos(glm::radians(_yaw)) * cos(glm::radians(_pitch));
front.y = sin(glm::radians(_pitch));
front.z = sin(glm::radians(_yaw)) * cos(glm::radians(_pitch));
right = glm::normalize(glm::cross(front, WORLD_UP));
up = glm::normalize(glm::cross(right, front));
}
void FreeCamera::update_projection() {
_projection = glm::perspective(glm::radians(75.f), _aspectRatio, 0.1f, 100.0f);
}
void FreeCamera::update_view() {
_view = glm::lookAt(_position, _position + front, up);
}

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@@ -0,0 +1,57 @@
//
// Created by slinky on 5/11/26.
//
#include "FreeCameraController.h"
#include "InputManager.h"
void FreeCameraController::update(EditorContext &ctx) {
checkInput = ctx.sceneViewerFocused;
if (!checkInput) return;
if (InputManager::check_action_performed("move_forward")) {
const glm::vec3 translation = camera->front() * movement_speed;
camera->translate(translation);
}
if (InputManager::check_action_performed("move_backward")) {
const glm::vec3 translation = camera->front() * -movement_speed;
camera->translate(translation);
}
if (InputManager::check_action_performed("move_left")) {
const glm::vec3 translation = camera->right() * -movement_speed;
camera->translate(translation);
}
if (InputManager::check_action_performed("move_right")) {
const glm::vec3 translation = camera->right() * movement_speed;
camera->translate(translation);
}
if (InputManager::check_action_performed("move_up")) {
const glm::vec3 translation = camera->up() * movement_speed;
camera->translate(translation);
}
if (InputManager::check_action_performed("move_down")) {
const glm::vec3 translation = camera->up() * -movement_speed;
camera->translate(translation);
}
}
void FreeCameraController::on_mouse_delta(float xoff, float yoff) const {
if (!checkInput) return;
camera->rotate_pitch(yoff * look_sensitivity);
camera->rotate_yaw(xoff * look_sensitivity);
}
void FreeCameraController::set_camera(Camera& c) {
camera = &c;
}
void FreeCameraController::release_camera() {
camera = nullptr;
}

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@@ -0,0 +1,30 @@
//
// Created by slinky on 5/11/26.
//
#ifndef B_ENGINE_FREECAMERACONTROLLER_H
#define B_ENGINE_FREECAMERACONTROLLER_H
#include "Camera.h"
#include "EditorContext.h"
class FreeCameraController {
public:
FreeCameraController() = default;
void update(EditorContext& ctx);
void on_mouse_delta(float xoff, float yoff) const;
void set_camera(Camera& c);
void release_camera();
float movement_speed = .01;
float look_sensitivity = .01;
private:
Camera* camera {nullptr};
bool checkInput = false;
};
#endif //B_ENGINE_FREECAMERACONTROLLER_H

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@@ -5,30 +5,24 @@
#ifndef B_ENGINE_MATERIAL_H #ifndef B_ENGINE_MATERIAL_H
#define B_ENGINE_MATERIAL_H #define B_ENGINE_MATERIAL_H
#include <memory>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include "Texture.h" #include "ResourceHandle.h"
typedef struct struct PhongProperties {
{
glm::vec3 ambient; glm::vec3 ambient;
glm::vec3 diffuse; glm::vec3 diffuse;
glm::vec3 specular; glm::vec3 specular;
float shininess; float shininess;
} PhongProperties; };
typedef struct struct Material{
{ ResourceHandle diffuse;
std::shared_ptr<Texture> diffuse; ResourceHandle specular;
std::shared_ptr<Texture> specular; ResourceHandle normal;
std::shared_ptr<Texture> normal; PhongProperties phong{};
ResourceHandle shader;
std::string name; };
PhongProperties phong;
} Material;
#endif //B_ENGINE_MATERIAL_H #endif //B_ENGINE_MATERIAL_H

93
src/MaterialFile.cpp Normal file
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@@ -0,0 +1,93 @@
//
// Created by slinky on 5/18/26.
//
#include "MaterialFile.h"
#include <fstream>
#include "DefaultResourceHandles.h"
#include "spdlog/spdlog.h"
#include "nlohmann/json.hpp"
using json = nlohmann::json;
std::optional<ResourceHandle> read_resource_handle(const json& j) {
ResourceHandle handle;
if (j.is_null()) {
return std::optional<ResourceHandle>();
}
if (!j.contains("assetUUID")) {
return std::optional<ResourceHandle>();
}
auto uuidStr = j["assetUUID"].get<std::string>();
auto uuid = uuids::uuid::from_string(uuidStr);
if (!uuid.has_value()) {
return std::optional<ResourceHandle>();
}
handle.assetUUID = *uuid;
if (!j.contains("localId")) {
return std::optional<ResourceHandle>();
}
handle.localId = j["localId"].get<uint32_t>();
return handle;
}
std::optional<Material> MaterialFile::load(std::string_view _path) {
std::ifstream file;
file.open(_path.data(), std::ios::in);
if (!file.is_open()) {
spdlog::error("failed to open project file {}", _path);
return std::optional<Material>();
}
std::stringstream ss;
ss << file.rdbuf();
std::string fileData = ss.str();
try {
auto data = json::parse(fileData);
Material material;
// ---------------------------------
// Texture/resource handles
// ---------------------------------
material.diffuse = DefaultResourceHandles::DEFAULT_DIFFUSE_TEXTURE;
if (auto diffuse = read_resource_handle(data["diffuse"]); diffuse.has_value()) {
material.diffuse = *diffuse;
}
material.normal = DefaultResourceHandles::DEFAULT_DIFFUSE_TEXTURE;
if (auto normal = read_resource_handle(data["normal"]); normal.has_value()) {
material.normal = *normal;
}
material.specular = DefaultResourceHandles::DEFAULT_SPECULAR_TEXTURE;
if (auto specular = read_resource_handle(data["specular"]); specular.has_value()) {
material.specular = *specular;
}
material.shader = DefaultResourceHandles::DEFAULT_SHADER;
if (auto shader = read_resource_handle(data["shader"]); shader.has_value()) {
material.shader = *shader;
}
return material;
} catch (const std::exception& e) {
spdlog::error("Error reading material file: {}", e.what());
return std::optional<Material>();
}
}
bool MaterialFile::save(std::string_view _path, Material *_project) {
return true;
}

17
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@@ -0,0 +1,17 @@
//
// Created by slinky on 5/18/26.
//
#ifndef B_ENGINE_MATERIALFILE_H
#define B_ENGINE_MATERIALFILE_H
#include "Material.h"
class MaterialFile {
public:
static std::optional<Material> load(std::string_view _path);
static bool save(std::string_view _path, Material* _project);
};
#endif //B_ENGINE_MATERIALFILE_H

7
src/MaterialManager.cpp Normal file
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@@ -0,0 +1,7 @@
//
// Created by slinky on 5/17/26.
//
#include "MaterialManager.h"
std::unordered_map<ResourceHandle, std::unique_ptr<Material>> MaterialManager::materials = {};

17
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@@ -0,0 +1,17 @@
//
// Created by slinky on 5/17/26.
//
#ifndef B_ENGINE_MATERIALMANAGER_H
#define B_ENGINE_MATERIALMANAGER_Hs
#include <unordered_map>
#include "Material.h"
#include "ResourceHandle.h"
class MaterialManager {
public:
static std::unordered_map<ResourceHandle, std::unique_ptr<Material>> materials;
};
#endif //B_ENGINE_MATERIALMANAGER_H

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@@ -21,7 +21,6 @@ public:
GLuint vao = 0; GLuint vao = 0;
GLuint ebo = 0; GLuint ebo = 0;
unsigned int numIndices = 0; unsigned int numIndices = 0;
unsigned int materialId = 0;
}; };
#endif //B_ENGINE_MESH_H #endif //B_ENGINE_MESH_H

7
src/MeshManager.cpp Normal file
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@@ -0,0 +1,7 @@
//
// Created by slinky on 5/17/26.
//
#include "MeshManager.h"
std::unordered_map<ResourceHandle, std::unique_ptr<Mesh>> MeshManager::meshes;

18
src/MeshManager.h Normal file
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@@ -0,0 +1,18 @@
//
// Created by slinky on 5/17/26.
//
#ifndef B_ENGINE_MESHMANAGER_H
#define B_ENGINE_MESHMANAGER_H
#include <unordered_map>
#include "ResourceHandle.h"
#include "Mesh.h"
class MeshManager {
public:
static std::unordered_map<ResourceHandle, std::unique_ptr<Mesh>> meshes;
};
#endif //B_ENGINE_MESHMANAGER_H

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@@ -4,7 +4,7 @@
#include <spdlog/spdlog.h> #include <spdlog/spdlog.h>
#include "ModelManager.h" #include "ModelImporter.h"
#include <assimp/Importer.hpp> #include <assimp/Importer.hpp>
#include <assimp/postprocess.h> #include <assimp/postprocess.h>
@@ -15,15 +15,12 @@
#include "TextureManager.h" #include "TextureManager.h"
#include "glm/ext/matrix_transform.hpp" #include "glm/ext/matrix_transform.hpp"
std::unordered_map<std::string, std::shared_ptr<Model>> ModelManager::models;
void process_ai_node(aiNode* node, const aiScene* scene, glm::mat4 transform, ModelNode& model); void process_ai_node(aiNode* node, const aiScene* scene, glm::mat4 transform, ModelNode& model);
void process_ai_mesh(const aiMesh* aiMesh, Mesh& mesh); void process_ai_mesh(const aiMesh* aiMesh, Mesh& mesh);
void process_ai_material(const aiMaterial* aiMat, Material& mat, const std::filesystem::path& modelDirectory); /*void process_ai_material(const aiMaterial* aiMat, Material& mat, const std::filesystem::path& modelDirectory);
void process_ai_material_diffuse(const aiMaterial *aiMat, Material& mat, const std::filesystem::path& modelDirectory); void process_ai_material_diffuse(const aiMaterial *aiMat, Material& mat, const std::filesystem::path& modelDirectory);
void process_ai_material_specular(const aiMaterial *aiMat, Material& mat, const std::filesystem::path& modelDirectory); void process_ai_material_specular(const aiMaterial *aiMat, Material& mat, const std::filesystem::path& modelDirectory);*/
auto zUpMatrix = glm::mat4( auto zUpMatrix = glm::mat4(
1.0f, 0.0f, 0.0f, 0.0f, // Column 0 1.0f, 0.0f, 0.0f, 0.0f, // Column 0
@@ -32,7 +29,7 @@ auto zUpMatrix = glm::mat4(
0.0f, 0.0f, 0.0f, 1.0f // Column 3 0.0f, 0.0f, 0.0f, 1.0f // Column 3
); );
std::shared_ptr<Model> ModelManager::load_from_file(std::string_view _path, bool zUp) std::vector<Mesh> ModelImporter::load_from_file(std::string_view _path, bool zUp)
{ {
Assimp::Importer importer; Assimp::Importer importer;
@@ -44,39 +41,19 @@ std::shared_ptr<Model> ModelManager::load_from_file(std::string_view _path, bool
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode) if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
{ {
spdlog::error("failed to load model {}: {}", _path, importer.GetErrorString()); spdlog::error("failed to load model {}: {}", _path, importer.GetErrorString());
return nullptr; return {};
} }
auto model = std::make_shared<Model>(); auto meshes = std::vector<Mesh>{};
const std::filesystem::path modelPath = {_path};
for (unsigned int i = 0; i < scene->mNumMaterials; i++) {
aiMaterial* aiMat = scene->mMaterials[i];
aiString matName;
if (aiMat->Get(AI_MATKEY_NAME, matName) && strcmp(matName.data, "DefaultMaterial") == 0) {
continue;
}
Material mat{};
process_ai_material(aiMat, mat, modelPath.parent_path());
model->materials.push_back(std::make_shared<Material>(mat));
}
for (unsigned int i = 0; i < scene->mNumMeshes; i++) { for (unsigned int i = 0; i < scene->mNumMeshes; i++) {
aiMesh* aiMesh = scene->mMeshes[i]; aiMesh* aiMesh = scene->mMeshes[i];
Mesh mesh{}; Mesh mesh{};
mesh.materialId = aiMesh->mMaterialIndex;
process_ai_mesh(aiMesh, mesh); process_ai_mesh(aiMesh, mesh);
model->meshes.push_back(std::make_shared<Mesh>(mesh)); meshes.push_back(mesh);
} }
auto transform = glm::identity<glm::mat4>(); return meshes;
if (zUp) {
transform = zUpMatrix;
}
process_ai_node(scene->mRootNode, scene, transform, model->root);
return model;
} }
void process_ai_node(aiNode* aiNode, const aiScene* scene, glm::mat4 transform, ModelNode& node) void process_ai_node(aiNode* aiNode, const aiScene* scene, glm::mat4 transform, ModelNode& node)
@@ -148,7 +125,7 @@ void process_ai_mesh(const aiMesh* aiMesh, Mesh& mesh)
mesh = {positions, uvs, normals, indices}; mesh = {positions, uvs, normals, indices};
} }
void process_ai_material(const aiMaterial* aiMat, Material& mat, const std::filesystem::path& modelDirectory) { /*void process_ai_material(const aiMaterial* aiMat, Material& mat, const std::filesystem::path& modelDirectory) {
aiString matName; aiString matName;
aiReturn ret = aiMat->Get(AI_MATKEY_NAME, matName); aiReturn ret = aiMat->Get(AI_MATKEY_NAME, matName);
if (ret != AI_SUCCESS) { if (ret != AI_SUCCESS) {
@@ -193,9 +170,9 @@ void process_ai_material(const aiMaterial* aiMat, Material& mat, const std::file
mat.phong.diffuse = glm::vec3{diffuseColor.r, diffuseColor.g, diffuseColor.b}; mat.phong.diffuse = glm::vec3{diffuseColor.r, diffuseColor.g, diffuseColor.b};
mat.phong.specular = glm::vec3{specularColor.r, specularColor.g, specularColor.b}; mat.phong.specular = glm::vec3{specularColor.r, specularColor.g, specularColor.b};
mat.phong.shininess = shininess; mat.phong.shininess = shininess;
} }*/
void process_ai_material_diffuse(const aiMaterial *aiMat, Material& mat, const std::filesystem::path& modelDirectory) { /*void process_ai_material_diffuse(const aiMaterial *aiMat, Material& mat, const std::filesystem::path& modelDirectory) {
aiString aiTextureName; aiString aiTextureName;
aiMat->GetTexture(aiTextureType_DIFFUSE, 0, &aiTextureName); aiMat->GetTexture(aiTextureType_DIFFUSE, 0, &aiTextureName);
std::string textureName = aiTextureName.C_Str(); std::string textureName = aiTextureName.C_Str();
@@ -259,4 +236,4 @@ void process_ai_material_specular(const aiMaterial *aiMat, Material& mat, const
} else { } else {
mat.specular = TextureManager::textures["default_specular"]; mat.specular = TextureManager::textures["default_specular"];
} }
} }*/

19
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@@ -0,0 +1,19 @@
//
// Created by lbmas on 4/29/2026.
//
#ifndef B_ENGINE_MODELIMPORTER_H
#define B_ENGINE_MODELIMPORTER_H
#include <string_view>
#include "Model.h"
class ModelImporter
{
public:
static std::vector<Mesh> load_from_file(std::string_view _path, bool zUp = false);
};
#endif //B_ENGINE_MODELIMPORTER_H

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@@ -1,22 +0,0 @@
//
// Created by lbmas on 4/29/2026.
//
#ifndef B_ENGINE_MODELLOADER_H
#define B_ENGINE_MODELLOADER_H
#include <memory>
#include <string_view>
#include "Model.h"
class ModelManager
{
public:
static std::unordered_map<std::string, std::shared_ptr<Model>> models;
static std::shared_ptr<Model> load_from_file(std::string_view _path, bool zUp = false);
};
#endif //B_ENGINE_MODELLOADER_H

19
src/ProjectManifest.h Normal file
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@@ -0,0 +1,19 @@
//
// Created by lbmas on 5/13/2026.
//
#ifndef B_ENGINE_PROJECTMANIFEST_H
#define B_ENGINE_PROJECTMANIFEST_H
#include <string>
#include <filesystem>
typedef struct
{
std::string name;
std::string assetFolder;
std::filesystem::path projectDirectory;
} ProjectManifest;
#endif //B_ENGINE_PROJECTMANIFEST_H

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@@ -0,0 +1,38 @@
//
// Created by slinky on 5/14/26.
//
#include "ProjectManifestFile.h"
#include <fstream>
#include "spdlog/spdlog.h"
#include "nlohmann/json.hpp"
using json = nlohmann::json;
std::unique_ptr<ProjectManifest> ProjectManifestFile::load(std::string_view _path) {
std::ifstream file;
file.open(_path.data(), std::ios::in);
if (!file.is_open()) {
spdlog::error("failed to open project file {}", _path);
return nullptr;
}
std::stringstream ss;
ss << file.rdbuf();
std::string fileData = ss.str();
auto data = json::parse(fileData);
ProjectManifest manifest;
manifest.name = data.at("name").get<std::string>();
manifest.assetFolder = data.at("assetFolder").get<std::string>();
return std::make_unique<ProjectManifest>(manifest);
}
bool ProjectManifestFile::save(std::string_view _path, ProjectManifest *_project) {
return true;
}

19
src/ProjectManifestFile.h Normal file
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@@ -0,0 +1,19 @@
//
// Created by slinky on 5/14/26.
//
#ifndef B_ENGINE_PROJECTMANIFESTFILE_H
#define B_ENGINE_PROJECTMANIFESTFILE_H
#include <string_view>
#include <memory>
#include "ProjectManifest.h"
class ProjectManifestFile {
public:
static std::unique_ptr<ProjectManifest> load(std::string_view _path);
static bool save(std::string_view _path, ProjectManifest* _project);
};
#endif //B_ENGINE_PROJECTMANIFESTFILE_H

36
src/ResourceHandle.h Normal file
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@@ -0,0 +1,36 @@
//
// Created by slinky on 5/17/26.
//
#ifndef B_ENGINE_RESOURCEHANDLE_H
#define B_ENGINE_RESOURCEHANDLE_H
#include "uuid.h"
struct ResourceHandle {
uuids::uuid assetUUID;
uint32_t localId = 0;
bool operator==(const ResourceHandle& other) const {
return assetUUID == other.assetUUID && localId == other.localId;
}
ResourceHandle() = default;
ResourceHandle(const uuids::uuid& uuid, int id) : assetUUID(uuid), localId(id) {}
};
namespace std {
template<>
struct hash<ResourceHandle> {
size_t operator()(const ResourceHandle& handle) const noexcept {
// Use the UUID library's native hash function
size_t h1 = std::hash<uuids::uuid>{}(handle.assetUUID);
size_t h2 = std::hash<uint32_t>{}(handle.localId);
return h1 ^ h2 + 0x9e3779b9 + (h1 << 6) + (h1 >> 2);
}
};
}
#endif //B_ENGINE_RESOURCEHANDLE_H

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@@ -5,6 +5,11 @@
#include "Scene.h" #include "Scene.h"
#include "Components.h" #include "Components.h"
#include "MeshManager.h"
#include "MaterialManager.h"
#include "ShaderManager.h"
#include "fmt/format.h" #include "fmt/format.h"
Scene::Scene() { Scene::Scene() {
@@ -18,11 +23,15 @@ entt::entity Scene::create_game_object() {
} }
entt::entity Scene::create_game_object(entt::entity parent) { entt::entity Scene::create_game_object(entt::entity parent) {
if (parent == entt::null) {
parent = root;
}
const entt::entity entity = _registry.create(); const entt::entity entity = _registry.create();
attach_component<Components::Transform>(entity); attach_component<Components::Transform>(entity);
attach_component<Components::Relationship>(entity); attach_component<Components::Relationship>(entity);
auto& tag = attach_component<Components::Tag>(entity); auto&[name] = attach_component<Components::Tag>(entity);
tag.name = fmt::format("entity {0}", (int)entity); name = fmt::format("entity {0}", static_cast<int>(entity));
add_child(parent, entity); add_child(parent, entity);
@@ -30,43 +39,98 @@ entt::entity Scene::create_game_object(entt::entity parent) {
} }
void Scene::update_transforms() { void Scene::update_transforms() {
std::vector<entt::entity> children = get_children(root);
for (auto child: children) {
update_transforms(child);
}
} }
void Scene::draw_scene(ShaderProgram *shader) { void Scene::update_transforms(entt::entity entity) {
auto view = _registry.view<Components::Transform, Components::Drawable>(); auto& transform = fetch_component<Components::Transform>(entity);
for (auto e : view) {
const auto& transform = view.get<Components::Transform>(e);
shader->setMat4("model", transform.model);
const auto& drawable = view.get<Components::Drawable>(e); if (!transform.dirty)
const Model* model = drawable.model.get(); return;
for (const auto& mesh: drawable.model->meshes) {
unsigned int materialId = mesh->materialId;
if (materialId >= model->materials.size()) {
materialId = 0;
}
const std::shared_ptr<Material> mat = model->materials[materialId]; glm::mat4 translation =
glm::translate(glm::mat4(1.0f), transform.position);
shader->setVec3("phongAmbient", mat->phong.ambient); glm::mat4 rotationX =
shader->setVec3("phongDiffuse", mat->phong.diffuse); glm::rotate(glm::mat4(1.0f), transform.rotation.x, glm::vec3(1,0,0));
shader->setVec3("phongSpecular", mat->phong.specular);
shader->setFloat("phongShininess", mat->phong.shininess);
glActiveTexture(GL_TEXTURE0); glm::mat4 rotationY =
const auto diffuse = mat->diffuse; glm::rotate(glm::mat4(1.0f), transform.rotation.y, glm::vec3(0,1,0));
diffuse->bind();
shader->setInt("diffuseMap", 0);
glActiveTexture(GL_TEXTURE1); glm::mat4 rotationZ =
const auto specular = mat->specular; glm::rotate(glm::mat4(1.0f), transform.rotation.z, glm::vec3(0,0,1));
specular->bind();
shader->setInt("specularMap", 1);
glBindVertexArray(mesh.get()->vao); glm::mat4 scaling =
glDrawElements(GL_TRIANGLES, mesh->numIndices, GL_UNSIGNED_INT, 0); glm::scale(glm::mat4(1.0f), transform.scale);
glm::mat4 localModel =
translation *
rotationZ *
rotationY *
rotationX *
scaling;
auto& rel = fetch_component<Components::Relationship>(entity);
if (rel.parent != entt::null) {
auto& parentTransform = fetch_component<Components::Transform>(rel.parent);
transform.model = parentTransform.model * localModel;
} else {
transform.model = localModel;
}
transform.dirty = false;
std::vector<entt::entity> children = get_children(entity);
for (auto child: children) {
update_transforms(child);
}
}
void Scene::draw_scene() {
auto view = _registry.view<Components::Transform, Components::Mesh, Components::Material>();
for (const auto e : view) {
const auto&[matHandle] = view.get<Components::Material>(e);
const auto* mat = MaterialManager::materials[matHandle].get();
auto* program = ShaderManager::shaders[mat->shader].get();
program->bind();
program->setMat4("projection", activeCamera->projection());
program->setMat4("view", activeCamera->view());
program->setVec3("viewPosition", activeCamera->position());
auto dirLights = _registry.view<Components::DirectionalLight>();
for (const auto e : dirLights) {
auto dirLight = dirLights.get<Components::DirectionalLight>(e);
program->setVec3("lightDirection", dirLight.direction);
program->setVec3("lightAmbient", dirLight.ambient);
program->setVec3("lightDiffuse", dirLight.diffuse);
program->setVec3("lightSpecular", dirLight.specular);
break;
} }
program->setVec3("phongAmbient", mat->phong.ambient);
program->setVec3("phongDiffuse", mat->phong.diffuse);
program->setVec3("phongSpecular", mat->phong.specular);
program->setFloat("phongShininess", mat->phong.shininess);
glActiveTexture(GL_TEXTURE0);
const auto diffuseHandle = mat->diffuse;
glActiveTexture(GL_TEXTURE1);
const auto specularHandle = mat->specular;
const auto& transform = view.get<Components::Transform>(e);
program->setMat4("model", transform.model);
const auto&[meshHandle] = view.get<Components::Mesh>(e);
const auto* mesh = MeshManager::meshes[meshHandle].get();
glBindVertexArray(mesh->vao);
glDrawElements(GL_TRIANGLES, mesh->numIndices, GL_UNSIGNED_INT, 0);
} }
} }
@@ -74,6 +138,17 @@ entt::entity Scene::get_root() const {
return root; return root;
} }
std::vector<entt::entity> Scene::get_children(entt::entity parent) {
std::vector<entt::entity> children{};
auto child = fetch_component<Components::Relationship>(parent).first_child;
while (child != entt::null) {
children.push_back(child);
const auto& relationship = fetch_component<Components::Relationship>(child);
child = relationship.next_sibling;
}
return children;
}
void Scene::add_child(entt::entity parent, entt::entity child) { void Scene::add_child(entt::entity parent, entt::entity child) {
auto& parentRelationship = fetch_component<Components::Relationship>(parent); auto& parentRelationship = fetch_component<Components::Relationship>(parent);
@@ -85,15 +160,19 @@ void Scene::add_child(entt::entity parent, entt::entity child) {
} }
entt::entity lastSibling = parentRelationship.first_child; entt::entity lastSibling = parentRelationship.first_child;
auto& lastSiblingRelationship = fetch_component<Components::Relationship>(lastSibling); auto* lastSiblingRelationship = &fetch_component<Components::Relationship>(lastSibling);
while (lastSiblingRelationship.next_sibling != entt::null) { while (lastSiblingRelationship->next_sibling != entt::null) {
lastSibling = lastSiblingRelationship.next_sibling; lastSibling = lastSiblingRelationship->next_sibling;
lastSiblingRelationship = fetch_component<Components::Relationship>(lastSibling); lastSiblingRelationship = &fetch_component<Components::Relationship>(lastSibling);
} }
lastSiblingRelationship.next_sibling = child; lastSiblingRelationship->next_sibling = child;
auto& childRelationship = fetch_component<Components::Relationship>(child); auto& childRelationship = fetch_component<Components::Relationship>(child);
childRelationship.prev_sibling = lastSibling; childRelationship.prev_sibling = lastSibling;
childRelationship.next_sibling = entt::null; childRelationship.next_sibling = entt::null;
childRelationship.parent = parent; childRelationship.parent = parent;
} }
void Scene::set_active_camera(Camera *camera) {
activeCamera = camera;
}

View File

@@ -5,6 +5,7 @@
#ifndef B_ENGINE_SCENE_H #ifndef B_ENGINE_SCENE_H
#define B_ENGINE_SCENE_H #define B_ENGINE_SCENE_H
#include "Camera.h"
#include "ShaderProgram.h" #include "ShaderProgram.h"
#include "entt/entt.hpp" #include "entt/entt.hpp"
@@ -31,15 +32,26 @@ public:
return _registry.get<T>(e); return _registry.get<T>(e);
} }
template<typename T>
bool has_component(entt::entity e) {
return _registry.all_of<T>(e);
}
void update_transforms(); void update_transforms();
void draw_scene(ShaderProgram* program); void draw_scene();
[[nodiscard]] entt::entity get_root() const; [[nodiscard]] entt::entity get_root() const;
[[nodiscard]] std::vector<entt::entity> get_children(entt::entity parent);
void set_active_camera(Camera *camera);
private: private:
entt::registry _registry{}; entt::registry _registry{};
entt::entity root{entt::null}; entt::entity root{entt::null};
void add_child(entt::entity parent, entt::entity child); void add_child(entt::entity parent, entt::entity child);
void update_transforms(entt::entity parent);
Camera* activeCamera {nullptr};
}; };
#endif //B_ENGINE_SCENE_H #endif //B_ENGINE_SCENE_H

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@@ -14,9 +14,9 @@
void log_shader_compile_errors(GLuint shader, std::string_view shaderType); void log_shader_compile_errors(GLuint shader, std::string_view shaderType);
void log_program_compile_errors(GLuint program); void log_program_compile_errors(GLuint program);
std::unordered_map<std::string, std::shared_ptr<ShaderProgram>> ShaderManager::shaders; std::unordered_map<ResourceHandle, std::unique_ptr<ShaderProgram>> ShaderManager::shaders;
std::shared_ptr<ShaderProgram> ShaderManager::load(std::string_view vertexPath, std::string_view fragmentPath) std::unique_ptr<ShaderProgram> ShaderManager::load(std::string_view vertexPath, std::string_view fragmentPath)
{ {
std::string vertexSource; std::string vertexSource;
std::string fragmentSource; std::string fragmentSource;
@@ -24,8 +24,7 @@ std::shared_ptr<ShaderProgram> ShaderManager::load(std::string_view vertexPath,
std::ifstream vertexFile {}; std::ifstream vertexFile {};
std::ifstream fragmentFile {}; std::ifstream fragmentFile {};
try try {
{
vertexFile.open(vertexPath.data()); vertexFile.open(vertexPath.data());
fragmentFile.open(fragmentPath.data()); fragmentFile.open(fragmentPath.data());
@@ -39,8 +38,8 @@ std::shared_ptr<ShaderProgram> ShaderManager::load(std::string_view vertexPath,
vertexFile.close(); vertexFile.close();
fragmentFile.close(); fragmentFile.close();
} catch (std::ifstream::failure& e) { } catch (std::fstream::failure& e) {
spdlog::error("Failed to load shader program {}, {}: {}", vertexPath, fragmentPath, std::string(e.what()).c_str()); spdlog::error("Failed to load shader program {}, {}: {}", vertexPath, fragmentPath, e.what());
return nullptr; return nullptr;
} }
@@ -69,7 +68,7 @@ std::shared_ptr<ShaderProgram> ShaderManager::load(std::string_view vertexPath,
glDeleteShader(vertex); glDeleteShader(vertex);
glDeleteShader(fragment); glDeleteShader(fragment);
return std::make_shared<ShaderProgram>(ShaderProgram(shaderId)); return std::make_unique<ShaderProgram>(shaderId);
} }
void log_shader_compile_errors(GLuint shader, std::string_view shaderType) void log_shader_compile_errors(GLuint shader, std::string_view shaderType)

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@@ -5,17 +5,17 @@
#ifndef B_ENGINE_SHADERMANAGER_H #ifndef B_ENGINE_SHADERMANAGER_H
#define B_ENGINE_SHADERMANAGER_H #define B_ENGINE_SHADERMANAGER_H
#include <string>
#include <string_view> #include <string_view>
#include <memory> #include <memory>
#include "ResourceHandle.h"
#include "ShaderProgram.h" #include "ShaderProgram.h"
class ShaderManager { class ShaderManager {
public: public:
static std::unordered_map<std::string, std::shared_ptr<ShaderProgram>> shaders; static std::unordered_map<ResourceHandle, std::unique_ptr<ShaderProgram>> shaders;
static std::unique_ptr<ShaderProgram> load(std::string_view vertexPath, std::string_view fragmentPath);
static std::shared_ptr<ShaderProgram> load(std::string_view vertexPath, std::string_view fragmentPath);
}; };
#endif //B_ENGINE_SHADERMANAGER_H #endif //B_ENGINE_SHADERMANAGER_H

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@@ -10,10 +10,9 @@
#include "glad/gl.h" #include "glad/gl.h"
std::unordered_map<std::string, std::shared_ptr<Texture>> TextureManager::textures; std::unordered_map<ResourceHandle, std::unique_ptr<Texture>> TextureManager::textures;
std::shared_ptr<Texture> TextureManager::load_from_file(std::string_view filePath) std::unique_ptr<Texture> TextureManager::load_from_file(const std::string_view filePath) {
{
int width, height, channels; int width, height, channels;
unsigned char *data = stbi_load(filePath.data(), &width, &height, &channels, 0); unsigned char *data = stbi_load(filePath.data(), &width, &height, &channels, 0);
@@ -38,10 +37,10 @@ std::shared_ptr<Texture> TextureManager::load_from_file(std::string_view filePat
stbi_image_free(data); stbi_image_free(data);
return std::make_shared<Texture>(textureID, filePath, width, height, channels); return std::make_unique<Texture>(textureID, filePath, width, height, channels);
} }
std::shared_ptr<Texture> TextureManager::load_from_data(unsigned char* data, int width, int height, int channels) std::unique_ptr<Texture> TextureManager::load_from_data(unsigned char* data, int width, int height, int channels)
{ {
unsigned int textureID = 0; unsigned int textureID = 0;
glGenTextures(1, &textureID); glGenTextures(1, &textureID);
@@ -57,5 +56,5 @@ std::shared_ptr<Texture> TextureManager::load_from_data(unsigned char* data, int
glTexImage2D(GL_TEXTURE_2D, 0, (GLint)format, width, height, 0, format, GL_UNSIGNED_BYTE, data); glTexImage2D(GL_TEXTURE_2D, 0, (GLint)format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
glGenerateMipmap(GL_TEXTURE_2D); glGenerateMipmap(GL_TEXTURE_2D);
return std::make_shared<Texture>(textureID, "memory", width, height, channels); return std::make_unique<Texture>(textureID, "memory", width, height, channels);
} }

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@@ -8,14 +8,15 @@
#include <memory> #include <memory>
#include <unordered_map> #include <unordered_map>
#include "ResourceHandle.h"
#include "Texture.h" #include "Texture.h"
class TextureManager { class TextureManager {
public: public:
static std::unordered_map<std::string, std::shared_ptr<Texture>> textures; static std::unordered_map<ResourceHandle, std::unique_ptr<Texture>> textures;
static std::shared_ptr<Texture> load_from_file(std::string_view filePath); static std::unique_ptr<Texture> load_from_file(std::string_view filePath);
static std::shared_ptr<Texture> load_from_data(unsigned char* data, int width, int height, int channels); static std::unique_ptr<Texture> load_from_data(unsigned char* data, int width, int height, int channels);
}; };
#endif //B_ENGINE_TEXTUREMANAGER_H #endif //B_ENGINE_TEXTUREMANAGER_H

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src/Types.h Normal file
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@@ -0,0 +1,16 @@
//
// Created by slinky on 5/14/26.
//
#ifndef B_ENGINE_TYPES_H
#define B_ENGINE_TYPES_H
enum class AssetType {
UNKNOWN = 0,
DIRECTORY = 1,
SHADER = 2,
TEXTURE = 3,
MODEL = 4
};
#endif //B_ENGINE_TYPES_H

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@@ -0,0 +1,88 @@
//
// Created by slinky on 5/11/26.
//
#include "UIManager.h"
#include <ranges>
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include "imgui_internal.h"
std::unordered_map<std::string, std::shared_ptr<IUIPanel>> UIManager::uiPanels {};
GLFWwindow* UIManager::window {nullptr};
bool UIManager::updateDockspace {true};
void UIManager::init(GLFWwindow* _window) {
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(_window, true);
ImGui_ImplOpenGL3_Init("#version 400");
window = _window;
}
void UIManager::update(EditorContext& ctx) {
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
{
ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(viewport->Pos);
ImGui::SetNextWindowSize(viewport->Size);
ImGui::SetNextWindowViewport(viewport->ID);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
ImGui::Begin("b_engine dockspace", nullptr, window_flags);
ImGui::PopStyleVar(2);
ImGuiID dockspace_id = ImGui::GetID("bengine_dockspace");
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), ImGuiDockNodeFlags_None);
if (updateDockspace) {
updateDockspace = false;
ImGui::DockBuilderRemoveNode(dockspace_id);
ImGui::DockBuilderAddNode(dockspace_id, ImGuiDockNodeFlags_DockSpace);
ImGui::DockBuilderSetNodeSize(dockspace_id, viewport->Size);
ImGuiID dock_main_id = dockspace_id;
const ImGuiID dock_id_left =
ImGui::DockBuilderSplitNode(dock_main_id, ImGuiDir_Left, 0.2f, nullptr, &dock_main_id);
const ImGuiID dock_id_right =
ImGui::DockBuilderSplitNode(dock_main_id, ImGuiDir_Right, 0.25f, nullptr, &dock_main_id);
ImGui::DockBuilderDockWindow("Hierarchy", dock_id_left);
ImGui::DockBuilderDockWindow("Inspector", dock_id_right);
ImGui::DockBuilderDockWindow("Scene", dock_main_id);
ImGui::DockBuilderFinish(dockspace_id);
}
for (const auto &panel: uiPanels | std::views::values) {
if (!panel) continue;
panel->update(ctx);
}
ImGui::End(); // dockspace
}
ImGui::Render();
}
void UIManager::draw() {
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}

42
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@@ -0,0 +1,42 @@
//
// Created by slinky on 5/11/26.
//
#ifndef B_ENGINE_UIMANAGER_H
#define B_ENGINE_UIMANAGER_H
#include <vector>
#include <memory>
#include <unordered_map>
#include <functional>
#include "EditorContext.h"
#include "GLFW/glfw3.h"
#include "ui/IUIPanel.h"
class UIManager {
public:
static void init(GLFWwindow* _window);
static void update(EditorContext& ctx);
static void draw();
template<typename T = IUIPanel, typename... Args>
static T* add_ui_panel(std::string_view id, Args &&... args) {
uiPanels[std::string(id)] = std::make_shared<T>(std::forward<Args>(args)...);
return dynamic_cast<T*>(uiPanels[std::string(id)].get());
}
static std::shared_ptr<IUIPanel> get_ui_panel(std::string_view id) {
if (const auto it = uiPanels.find(std::string(id)); it != uiPanels.end()) {
return it->second;
}
return nullptr;
}
private:
static bool updateDockspace;
static GLFWwindow* window;
static std::unordered_map<std::string, std::shared_ptr<IUIPanel>> uiPanels;
};
#endif //B_ENGINE_UIMANAGER_H

147
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@@ -0,0 +1,147 @@
//-----------------------------------------------------------------------------
// DEAR IMGUI COMPILE-TIME OPTIONS
// Runtime options (clipboard callbacks, enabling various features, etc.) can generally be set via the ImGuiIO structure.
// You can use ImGui::SetAllocatorFunctions() before calling ImGui::CreateContext() to rewire memory allocation functions.
//-----------------------------------------------------------------------------
// A) You may edit imconfig.h (and not overwrite it when updating Dear ImGui, or maintain a patch/rebased branch with your modifications to it)
// B) or '#define IMGUI_USER_CONFIG "my_imgui_config.h"' in your project and then add directives in your own file without touching this template.
//-----------------------------------------------------------------------------
// You need to make sure that configuration settings are defined consistently _everywhere_ Dear ImGui is used, which include the imgui*.cpp
// files but also _any_ of your code that uses Dear ImGui. This is because some compile-time options have an affect on data structures.
// Defining those options in imconfig.h will ensure every compilation unit gets to see the same data structure layouts.
// Call IMGUI_CHECKVERSION() from your .cpp file to verify that the data structures your files are using are matching the ones imgui.cpp is using.
//-----------------------------------------------------------------------------
#pragma once
//---- Define assertion handler. Defaults to calling assert().
// - If your macro uses multiple statements, make sure is enclosed in a 'do { .. } while (0)' block so it can be used as a single statement.
// - Compiling with NDEBUG will usually strip out assert() to nothing, which is NOT recommended because we use asserts to notify of programmer mistakes.
//#define IM_ASSERT(_EXPR) MyAssert(_EXPR)
//#define IM_ASSERT(_EXPR) ((void)(_EXPR)) // Disable asserts
//---- Define attributes of all API symbols declarations, e.g. for DLL under Windows
// Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
// - Windows DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions()
// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details.
//#define IMGUI_API __declspec(dllexport) // MSVC Windows: DLL export
//#define IMGUI_API __declspec(dllimport) // MSVC Windows: DLL import
//#define IMGUI_API __attribute__((visibility("default"))) // GCC/Clang: override visibility when set is hidden
//---- Don't define obsolete functions/enums/behaviors. Consider enabling from time to time after updating to clean your code of obsolete function/names.
//#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS
//---- Disable all of Dear ImGui or don't implement standard windows/tools.
// It is very strongly recommended to NOT disable the demo windows and debug tool during development. They are extremely useful in day to day work. Please read comments in imgui_demo.cpp.
//#define IMGUI_DISABLE // Disable everything: all headers and source files will be empty.
//#define IMGUI_DISABLE_DEMO_WINDOWS // Disable demo windows: ShowDemoWindow()/ShowStyleEditor() will be empty.
//#define IMGUI_DISABLE_DEBUG_TOOLS // Disable metrics/debugger and other debug tools: ShowMetricsWindow(), ShowDebugLogWindow() and ShowIDStackToolWindow() will be empty.
//---- Don't implement some functions to reduce linkage requirements.
//#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS // [Win32] Don't implement default clipboard handler. Won't use and link with OpenClipboard/GetClipboardData/CloseClipboard etc. (user32.lib/.a, kernel32.lib/.a)
//#define IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with Visual Studio] Implement default IME handler (require imm32.lib/.a, auto-link for Visual Studio, -limm32 on command-line for MinGW)
//#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS // [Win32] [Default with non-Visual Studio compilers] Don't implement default IME handler (won't require imm32.lib/.a)
//#define IMGUI_DISABLE_WIN32_FUNCTIONS // [Win32] Won't use and link with any Win32 function (clipboard, IME).
//#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS // [OSX] Implement default OSX clipboard handler (need to link with '-framework ApplicationServices', this is why this is not the default).
//#define IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS // Don't implement default platform_io.Platform_OpenInShellFn() handler (Win32: ShellExecute(), require shell32.lib/.a, Mac/Linux: use system("")).
//#define IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS // Don't implement ImFormatString/ImFormatStringV so you can implement them yourself (e.g. if you don't want to link with vsnprintf)
//#define IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS // Don't implement ImFabs/ImSqrt/ImPow/ImFmod/ImCos/ImSin/ImAcos/ImAtan2 so you can implement them yourself.
//#define IMGUI_DISABLE_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle at all (replace them with dummies)
//#define IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS // Don't implement ImFileOpen/ImFileClose/ImFileRead/ImFileWrite and ImFileHandle so you can implement them yourself if you don't want to link with fopen/fclose/fread/fwrite. This will also disable the LogToTTY() function.
//#define IMGUI_DISABLE_DEFAULT_ALLOCATORS // Don't implement default allocators calling malloc()/free() to avoid linking with them. You will need to call ImGui::SetAllocatorFunctions().
//#define IMGUI_DISABLE_DEFAULT_FONT // Disable default embedded fonts (ProggyClean/ProggyForever), remove ~9 KB + ~14 KB from output binary. AddFontDefaultXXX() functions will assert.
//#define IMGUI_DISABLE_SSE // Disable use of SSE intrinsics even if available
//---- Enable Test Engine / Automation features.
//#define IMGUI_ENABLE_TEST_ENGINE // Enable imgui_test_engine hooks. Generally set automatically by include "imgui_te_config.h", see Test Engine for details.
//---- Include imgui_user.h at the end of imgui.h as a convenience
// May be convenient for some users to only explicitly include vanilla imgui.h and have extra stuff included.
//#define IMGUI_INCLUDE_IMGUI_USER_H
//#define IMGUI_USER_H_FILENAME "my_folder/my_imgui_user.h"
//---- Pack vertex colors as BGRA8 instead of RGBA8 (to avoid converting from one to another). Need dedicated backend support.
//#define IMGUI_USE_BGRA_PACKED_COLOR
//---- Use legacy CRC32-adler tables (used before 1.91.6), in order to preserve old .ini data that you cannot afford to invalidate.
//#define IMGUI_USE_LEGACY_CRC32_ADLER
//---- Use 32-bit for ImWchar (default is 16-bit) to support Unicode planes 1-16. (e.g. point beyond 0xFFFF like emoticons, dingbats, symbols, shapes, ancient languages, etc...)
//#define IMGUI_USE_WCHAR32
//---- Avoid multiple STB libraries implementations, or redefine path/filenames to prioritize another version
// By default the embedded implementations are declared static and not available outside of Dear ImGui sources files.
//#define IMGUI_STB_TRUETYPE_FILENAME "my_folder/stb_truetype.h"
//#define IMGUI_STB_RECT_PACK_FILENAME "my_folder/stb_rect_pack.h"
//#define IMGUI_STB_SPRINTF_FILENAME "my_folder/stb_sprintf.h" // only used if IMGUI_USE_STB_SPRINTF is defined.
//#define IMGUI_DISABLE_STB_TRUETYPE_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_RECT_PACK_IMPLEMENTATION
//#define IMGUI_DISABLE_STB_SPRINTF_IMPLEMENTATION // only disabled if IMGUI_USE_STB_SPRINTF is defined.
//---- Use stb_sprintf.h for a faster implementation of vsnprintf instead of the one from libc (unless IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS is defined)
// Compatibility checks of arguments and formats done by clang and GCC will be disabled in order to support the extra formats provided by stb_sprintf.h.
//#define IMGUI_USE_STB_SPRINTF
//---- Use FreeType to build and rasterize the font atlas (instead of stb_truetype which is embedded by default in Dear ImGui)
// Requires FreeType headers to be available in the include path. Requires program to be compiled with 'misc/freetype/imgui_freetype.cpp' (in this repository) + the FreeType library (not provided).
// Note that imgui_freetype.cpp may be used _without_ this define, if you manually call ImFontAtlas::SetFontLoader(). The define is simply a convenience.
// On Windows you may use vcpkg with 'vcpkg install freetype --triplet=x64-windows' + 'vcpkg integrate install'.
//#define IMGUI_ENABLE_FREETYPE
//---- Use FreeType + plutosvg or lunasvg to render OpenType SVG fonts (SVGinOT)
// Only works in combination with IMGUI_ENABLE_FREETYPE.
// - plutosvg is currently easier to install, as e.g. it is part of vcpkg. It will support more fonts and may load them faster. See misc/freetype/README for instructions.
// - Both require headers to be available in the include path + program to be linked with the library code (not provided).
// - (note: lunasvg implementation is based on Freetype's rsvg-port.c which is licensed under CeCILL-C Free Software License Agreement)
//#define IMGUI_ENABLE_FREETYPE_PLUTOSVG
//#define IMGUI_ENABLE_FREETYPE_LUNASVG
//---- Use stb_truetype to build and rasterize the font atlas (default)
// The only purpose of this define is if you want force compilation of the stb_truetype backend ALONG with the FreeType backend.
//#define IMGUI_ENABLE_STB_TRUETYPE
//---- Define constructor and implicit cast operators to convert back<>forth between your math types and ImVec2/ImVec4.
// This will be inlined as part of ImVec2 and ImVec4 class declarations.
/*
#define IM_VEC2_CLASS_EXTRA \
constexpr ImVec2(const MyVec2& f) : x(f.x), y(f.y) {} \
operator MyVec2() const { return MyVec2(x,y); }
#define IM_VEC4_CLASS_EXTRA \
constexpr ImVec4(const MyVec4& f) : x(f.x), y(f.y), z(f.z), w(f.w) {} \
operator MyVec4() const { return MyVec4(x,y,z,w); }
*/
//---- ...Or use Dear ImGui's own very basic math operators.
//#define IMGUI_DEFINE_MATH_OPERATORS
//---- Use 32-bit vertex indices (default is 16-bit) is one way to allow large meshes with more than 64K vertices.
// Your renderer backend will need to support it (most example renderer backends support both 16/32-bit indices).
// Another way to allow large meshes while keeping 16-bit indices is to handle ImDrawCmd::VtxOffset in your renderer.
// Read about ImGuiBackendFlags_RendererHasVtxOffset for details.
//#define ImDrawIdx unsigned int
//---- Override ImDrawCallback signature (will need to modify renderer backends accordingly)
//struct ImDrawList;
//struct ImDrawCmd;
//typedef void (*MyImDrawCallback)(const ImDrawList* draw_list, const ImDrawCmd* cmd, void* my_renderer_user_data);
//#define ImDrawCallback MyImDrawCallback
//---- Debug Tools: Macro to break in Debugger (we provide a default implementation of this in the codebase)
// (use 'Metrics->Tools->Item Picker' to pick widgets with the mouse and break into them for easy debugging.)
//#define IM_DEBUG_BREAK IM_ASSERT(0)
//#define IM_DEBUG_BREAK __debugbreak()
//---- Debug Tools: Enable highlight ID conflicts _before_ hovering items. When io.ConfigDebugHighlightIdConflicts is set.
// (THIS WILL SLOW DOWN DEAR IMGUI. Only use occasionally and disable after use)
//#define IMGUI_DEBUG_HIGHLIGHT_ALL_ID_CONFLICTS
//---- Debug Tools: Enable slower asserts
//#define IMGUI_DEBUG_PARANOID
//---- Tip: You can add extra functions within the ImGui:: namespace from anywhere (e.g. your own sources/header files)
/*
namespace ImGui
{
void MyFunction(const char* name, MyMatrix44* mtx);
}
*/

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// dear imgui: Platform Backend for GLFW
// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..)
// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.)
// (Requires: GLFW 3.0+. Prefer GLFW 3.3+/3.4+ for full feature support.)
// Implemented features:
// [X] Platform: Clipboard support.
// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only).
// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5]
// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'.
// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// [X] Multiple Dear ImGui contexts support.
// Missing features or Issues:
// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround.
// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors.
// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
struct GLFWwindow;
struct GLFWmonitor;
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks);
IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown();
IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame();
// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL)
#ifdef __EMSCRIPTEN__
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector);
//static inline void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0
#endif
// GLFW callbacks install
// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any.
// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks.
IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window);
IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window);
// GLFW callbacks options:
// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user)
IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows);
// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks)
IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84
IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87
IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c);
IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event);
// GLFW helpers
IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds);
IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window);
IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor);
#endif // #ifndef IMGUI_DISABLE

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// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline
// - Desktop GL: 2.x 3.x 4.x
// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0)
// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..)
// Implemented features:
// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef!
// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!]
// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures).
// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'.
// About WebGL/ES:
// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES.
// - This is done automatically on iOS, Android and Emscripten targets.
// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h.
// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
// Learn about Dear ImGui:
// - FAQ https://dearimgui.com/faq
// - Getting Started https://dearimgui.com/getting-started
// - Documentation https://dearimgui.com/docs (same as your local docs/ folder).
// - Introduction, links and more at the top of imgui.cpp
// About GLSL version:
// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string.
// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es"
// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp.
#pragma once
#include "imgui.h" // IMGUI_IMPL_API
#ifndef IMGUI_DISABLE
// Follow "Getting Started" link and check examples/ folder to learn about using backends!
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr);
IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data);
// (Optional) Called by Init/NewFrame/Shutdown
IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects();
IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects();
// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually.
IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex);
// Configuration flags to add in your imconfig file:
//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten)
//#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android)
// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line.
#if !defined(IMGUI_IMPL_OPENGL_ES2) \
&& !defined(IMGUI_IMPL_OPENGL_ES3)
// Try to detect GLES on matching platforms
#if defined(__APPLE__)
#include <TargetConditionals.h>
#endif
#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__))
#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es"
#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__)
#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100"
#else
// Otherwise imgui_impl_opengl3_loader.h will be used.
#endif
#endif
#endif // #ifndef IMGUI_DISABLE

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//-----------------------------------------------------------------------------
// About imgui_impl_opengl3_loader.h:
//
// We embed our own OpenGL loader to not require user to provide their own or to have to use ours,
// which proved to be endless problems for users.
// Our loader is custom-generated, based on gl3w but automatically filtered to only include
// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small.
//
// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY.
// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE.
//
// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions):
// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCLUDING 'imgui_impl_opengl3_loader.h'
// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER.
// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS)
// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT.
// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp
// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT.
//
// Regenerate with:
// python3 gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt
//
// More info:
// https://github.com/dearimgui/gl3w_stripped
// https://github.com/ocornut/imgui/issues/4445
//-----------------------------------------------------------------------------
/*
* This file was generated with gl3w_gen.py, part of imgl3w
* (hosted at https://github.com/dearimgui/gl3w_stripped)
*
* This is free and unencumbered software released into the public domain.
*
* Anyone is free to copy, modify, publish, use, compile, sell, or
* distribute this software, either in source code form or as a compiled
* binary, for any purpose, commercial or non-commercial, and by any
* means.
*
* In jurisdictions that recognize copyright laws, the author or authors
* of this software dedicate any and all copyright interest in the
* software to the public domain. We make this dedication for the benefit
* of the public at large and to the detriment of our heirs and
* successors. We intend this dedication to be an overt act of
* relinquishment in perpetuity of all present and future rights to this
* software under copyright law.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef __gl3w_h_
#define __gl3w_h_
// Adapted from KHR/khrplatform.h to avoid including entire file.
#ifndef __khrplatform_h_
typedef float khronos_float_t;
typedef signed char khronos_int8_t;
typedef unsigned char khronos_uint8_t;
typedef signed short int khronos_int16_t;
typedef unsigned short int khronos_uint16_t;
#ifdef _WIN64
typedef signed long long int khronos_intptr_t;
typedef signed long long int khronos_ssize_t;
#else
typedef signed long int khronos_intptr_t;
typedef signed long int khronos_ssize_t;
#endif
#if defined(_MSC_VER) && !defined(__clang__)
typedef signed __int64 khronos_int64_t;
typedef unsigned __int64 khronos_uint64_t;
#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100)
#include <stdint.h>
typedef int64_t khronos_int64_t;
typedef uint64_t khronos_uint64_t;
#else
typedef signed long long khronos_int64_t;
typedef unsigned long long khronos_uint64_t;
#endif
#endif // __khrplatform_h_
#ifndef __gl_glcorearb_h_
#define __gl_glcorearb_h_ 1
#ifdef __cplusplus
extern "C" {
#endif
/*
** Copyright 2013-2020 The Khronos Group Inc.
** SPDX-License-Identifier: MIT
**
** This header is generated from the Khronos OpenGL / OpenGL ES XML
** API Registry. The current version of the Registry, generator scripts
** used to make the header, and the header can be found at
** https://github.com/KhronosGroup/OpenGL-Registry
*/
#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1
#endif
#include <windows.h>
#endif
#ifndef APIENTRY
#define APIENTRY
#endif
#ifndef APIENTRYP
#define APIENTRYP APIENTRY *
#endif
#ifndef GLAPI
#define GLAPI extern
#endif
/* glcorearb.h is for use with OpenGL core profile implementations.
** It should should be placed in the same directory as gl.h and
** included as <GL/glcorearb.h>.
**
** glcorearb.h includes only APIs in the latest OpenGL core profile
** implementation together with APIs in newer ARB extensions which
** can be supported by the core profile. It does not, and never will
** include functionality removed from the core profile, such as
** fixed-function vertex and fragment processing.
**
** Do not #include both <GL/glcorearb.h> and either of <GL/gl.h> or
** <GL/glext.h> in the same source file.
*/
/* Generated C header for:
* API: gl
* Profile: core
* Versions considered: .*
* Versions emitted: .*
* Default extensions included: glcore
* Additional extensions included: _nomatch_^
* Extensions removed: _nomatch_^
*/
#ifndef GL_VERSION_1_0
typedef void GLvoid;
typedef unsigned int GLenum;
typedef khronos_float_t GLfloat;
typedef int GLint;
typedef int GLsizei;
typedef unsigned int GLbitfield;
typedef double GLdouble;
typedef unsigned int GLuint;
typedef unsigned char GLboolean;
typedef khronos_uint8_t GLubyte;
#define GL_COLOR_BUFFER_BIT 0x00004000
#define GL_FALSE 0
#define GL_TRUE 1
#define GL_TRIANGLES 0x0004
#define GL_ONE 1
#define GL_SRC_ALPHA 0x0302
#define GL_ONE_MINUS_SRC_ALPHA 0x0303
#define GL_FRONT 0x0404
#define GL_BACK 0x0405
#define GL_FRONT_AND_BACK 0x0408
#define GL_POLYGON_MODE 0x0B40
#define GL_CULL_FACE 0x0B44
#define GL_DEPTH_TEST 0x0B71
#define GL_STENCIL_TEST 0x0B90
#define GL_VIEWPORT 0x0BA2
#define GL_BLEND 0x0BE2
#define GL_SCISSOR_BOX 0x0C10
#define GL_SCISSOR_TEST 0x0C11
#define GL_UNPACK_ROW_LENGTH 0x0CF2
#define GL_UNPACK_ALIGNMENT 0x0CF5
#define GL_PACK_ALIGNMENT 0x0D05
#define GL_MAX_TEXTURE_SIZE 0x0D33
#define GL_TEXTURE_2D 0x0DE1
#define GL_UNSIGNED_BYTE 0x1401
#define GL_UNSIGNED_SHORT 0x1403
#define GL_UNSIGNED_INT 0x1405
#define GL_FLOAT 0x1406
#define GL_RGBA 0x1908
#define GL_FILL 0x1B02
#define GL_VENDOR 0x1F00
#define GL_RENDERER 0x1F01
#define GL_VERSION 0x1F02
#define GL_EXTENSIONS 0x1F03
#define GL_NEAREST 0x2600
#define GL_LINEAR 0x2601
#define GL_TEXTURE_MAG_FILTER 0x2800
#define GL_TEXTURE_MIN_FILTER 0x2801
#define GL_TEXTURE_WRAP_S 0x2802
#define GL_TEXTURE_WRAP_T 0x2803
#define GL_REPEAT 0x2901
typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode);
typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param);
typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask);
typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLFLUSHPROC) (void);
typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param);
typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data);
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap);
typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode);
GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height);
GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param);
GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels);
GLAPI void APIENTRY glClear (GLbitfield mask);
GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha);
GLAPI void APIENTRY glDisable (GLenum cap);
GLAPI void APIENTRY glEnable (GLenum cap);
GLAPI void APIENTRY glFlush (void);
GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param);
GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels);
GLAPI GLenum APIENTRY glGetError (void);
GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data);
GLAPI const GLubyte *APIENTRY glGetString (GLenum name);
GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap);
GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height);
#endif
#endif /* GL_VERSION_1_0 */
#ifndef GL_VERSION_1_1
typedef khronos_float_t GLclampf;
typedef double GLclampd;
#define GL_TEXTURE_BINDING_2D 0x8069
typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices);
typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture);
typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures);
typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices);
GLAPI void APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels);
GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture);
GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures);
GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures);
#endif
#endif /* GL_VERSION_1_1 */
#ifndef GL_VERSION_1_2
#define GL_CLAMP_TO_EDGE 0x812F
#endif /* GL_VERSION_1_2 */
#ifndef GL_VERSION_1_3
#define GL_TEXTURE0 0x84C0
#define GL_ACTIVE_TEXTURE 0x84E0
typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glActiveTexture (GLenum texture);
#endif
#endif /* GL_VERSION_1_3 */
#ifndef GL_VERSION_1_4
#define GL_BLEND_DST_RGB 0x80C8
#define GL_BLEND_SRC_RGB 0x80C9
#define GL_BLEND_DST_ALPHA 0x80CA
#define GL_BLEND_SRC_ALPHA 0x80CB
#define GL_FUNC_ADD 0x8006
typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha);
GLAPI void APIENTRY glBlendEquation (GLenum mode);
#endif
#endif /* GL_VERSION_1_4 */
#ifndef GL_VERSION_1_5
typedef khronos_ssize_t GLsizeiptr;
typedef khronos_intptr_t GLintptr;
#define GL_ARRAY_BUFFER 0x8892
#define GL_ELEMENT_ARRAY_BUFFER 0x8893
#define GL_ARRAY_BUFFER_BINDING 0x8894
#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895
#define GL_STREAM_DRAW 0x88E0
typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer);
typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers);
typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers);
typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer);
GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers);
GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers);
GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage);
GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data);
#endif
#endif /* GL_VERSION_1_5 */
#ifndef GL_VERSION_2_0
typedef char GLchar;
typedef khronos_int16_t GLshort;
typedef khronos_int8_t GLbyte;
typedef khronos_uint16_t GLushort;
#define GL_BLEND_EQUATION_RGB 0x8009
#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622
#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623
#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624
#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625
#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645
#define GL_BLEND_EQUATION_ALPHA 0x883D
#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A
#define GL_FRAGMENT_SHADER 0x8B30
#define GL_VERTEX_SHADER 0x8B31
#define GL_COMPILE_STATUS 0x8B81
#define GL_LINK_STATUS 0x8B82
#define GL_INFO_LOG_LENGTH 0x8B84
#define GL_CURRENT_PROGRAM 0x8B8D
#define GL_UPPER_LEFT 0x8CA2
typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha);
typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader);
typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void);
typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type);
typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader);
typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader);
typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index);
typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name);
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params);
typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer);
typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program);
typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0);
typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha);
GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader);
GLAPI void APIENTRY glCompileShader (GLuint shader);
GLAPI GLuint APIENTRY glCreateProgram (void);
GLAPI GLuint APIENTRY glCreateShader (GLenum type);
GLAPI void APIENTRY glDeleteProgram (GLuint program);
GLAPI void APIENTRY glDeleteShader (GLuint shader);
GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader);
GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index);
GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index);
GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name);
GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name);
GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params);
GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer);
GLAPI GLboolean APIENTRY glIsProgram (GLuint program);
GLAPI void APIENTRY glLinkProgram (GLuint program);
GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
GLAPI void APIENTRY glUseProgram (GLuint program);
GLAPI void APIENTRY glUniform1i (GLint location, GLint v0);
GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer);
#endif
#endif /* GL_VERSION_2_0 */
#ifndef GL_VERSION_2_1
#define GL_PIXEL_UNPACK_BUFFER 0x88EC
#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF
#endif /* GL_VERSION_2_1 */
#ifndef GL_VERSION_3_0
typedef khronos_uint16_t GLhalf;
#define GL_MAJOR_VERSION 0x821B
#define GL_MINOR_VERSION 0x821C
#define GL_NUM_EXTENSIONS 0x821D
#define GL_FRAMEBUFFER_SRGB 0x8DB9
#define GL_VERTEX_ARRAY_BINDING 0x85B5
typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data);
typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data);
typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index);
typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array);
typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays);
typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index);
GLAPI void APIENTRY glBindVertexArray (GLuint array);
GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays);
GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays);
#endif
#endif /* GL_VERSION_3_0 */
#ifndef GL_VERSION_3_1
#define GL_VERSION_3_1 1
#define GL_PRIMITIVE_RESTART 0x8F9D
#endif /* GL_VERSION_3_1 */
#ifndef GL_VERSION_3_2
#define GL_VERSION_3_2 1
typedef struct __GLsync *GLsync;
typedef khronos_uint64_t GLuint64;
typedef khronos_int64_t GLint64;
#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002
#define GL_CONTEXT_PROFILE_MASK 0x9126
typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex);
#endif
#endif /* GL_VERSION_3_2 */
#ifndef GL_VERSION_3_3
#define GL_VERSION_3_3 1
#define GL_SAMPLER_BINDING 0x8919
typedef void (APIENTRYP PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint *samplers);
typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint *samplers);
typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler);
typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param);
#ifdef GL_GLEXT_PROTOTYPES
GLAPI void APIENTRY glGenSamplers (GLsizei count, GLuint *samplers);
GLAPI void APIENTRY glDeleteSamplers (GLsizei count, const GLuint *samplers);
GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler);
GLAPI void APIENTRY glSamplerParameteri (GLuint sampler, GLenum pname, GLint param);
#endif
#endif /* GL_VERSION_3_3 */
#ifndef GL_VERSION_4_1
typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data);
typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data);
#endif /* GL_VERSION_4_1 */
#ifndef GL_VERSION_4_3
typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
#endif /* GL_VERSION_4_3 */
#ifndef GL_VERSION_4_5
#define GL_CLIP_ORIGIN 0x935C
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param);
typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param);
#endif /* GL_VERSION_4_5 */
#ifndef GL_ARB_bindless_texture
typedef khronos_uint64_t GLuint64EXT;
#endif /* GL_ARB_bindless_texture */
#ifndef GL_ARB_cl_event
struct _cl_context;
struct _cl_event;
#endif /* GL_ARB_cl_event */
#ifndef GL_ARB_clip_control
#define GL_ARB_clip_control 1
#endif /* GL_ARB_clip_control */
#ifndef GL_ARB_debug_output
typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam);
#endif /* GL_ARB_debug_output */
#ifndef GL_EXT_EGL_image_storage
typedef void *GLeglImageOES;
#endif /* GL_EXT_EGL_image_storage */
#ifndef GL_EXT_direct_state_access
typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params);
typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params);
typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params);
typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param);
typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param);
#endif /* GL_EXT_direct_state_access */
#ifndef GL_NV_draw_vulkan_image
typedef void (APIENTRY *GLVULKANPROCNV)(void);
#endif /* GL_NV_draw_vulkan_image */
#ifndef GL_NV_gpu_shader5
typedef khronos_int64_t GLint64EXT;
#endif /* GL_NV_gpu_shader5 */
#ifndef GL_NV_vertex_buffer_unified_memory
typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result);
#endif /* GL_NV_vertex_buffer_unified_memory */
#ifdef __cplusplus
}
#endif
#endif
#ifndef GL3W_API
#define GL3W_API
#endif
#ifndef __gl_h_
#define __gl_h_
#endif
#ifdef __cplusplus
extern "C" {
#endif
#define GL3W_OK 0
#define GL3W_ERROR_INIT -1
#define GL3W_ERROR_LIBRARY_OPEN -2
#define GL3W_ERROR_OPENGL_VERSION -3
typedef void (*GL3WglProc)(void);
typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc);
/* gl3w api */
GL3W_API int imgl3wInit(void);
GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc);
GL3W_API void imgl3wShutdown(void);
GL3W_API int imgl3wIsSupported(int major, int minor);
GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc);
/* gl3w internal state */
union ImGL3WProcs {
GL3WglProc ptr[63];
struct {
PFNGLACTIVETEXTUREPROC ActiveTexture;
PFNGLATTACHSHADERPROC AttachShader;
PFNGLBINDBUFFERPROC BindBuffer;
PFNGLBINDSAMPLERPROC BindSampler;
PFNGLBINDTEXTUREPROC BindTexture;
PFNGLBINDVERTEXARRAYPROC BindVertexArray;
PFNGLBLENDEQUATIONPROC BlendEquation;
PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate;
PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate;
PFNGLBUFFERDATAPROC BufferData;
PFNGLBUFFERSUBDATAPROC BufferSubData;
PFNGLCLEARPROC Clear;
PFNGLCLEARCOLORPROC ClearColor;
PFNGLCOMPILESHADERPROC CompileShader;
PFNGLCREATEPROGRAMPROC CreateProgram;
PFNGLCREATESHADERPROC CreateShader;
PFNGLDELETEBUFFERSPROC DeleteBuffers;
PFNGLDELETEPROGRAMPROC DeleteProgram;
PFNGLDELETESAMPLERSPROC DeleteSamplers;
PFNGLDELETESHADERPROC DeleteShader;
PFNGLDELETETEXTURESPROC DeleteTextures;
PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays;
PFNGLDETACHSHADERPROC DetachShader;
PFNGLDISABLEPROC Disable;
PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray;
PFNGLDRAWELEMENTSPROC DrawElements;
PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex;
PFNGLENABLEPROC Enable;
PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray;
PFNGLFLUSHPROC Flush;
PFNGLGENBUFFERSPROC GenBuffers;
PFNGLGENSAMPLERSPROC GenSamplers;
PFNGLGENTEXTURESPROC GenTextures;
PFNGLGENVERTEXARRAYSPROC GenVertexArrays;
PFNGLGETATTRIBLOCATIONPROC GetAttribLocation;
PFNGLGETERRORPROC GetError;
PFNGLGETINTEGERVPROC GetIntegerv;
PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog;
PFNGLGETPROGRAMIVPROC GetProgramiv;
PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog;
PFNGLGETSHADERIVPROC GetShaderiv;
PFNGLGETSTRINGPROC GetString;
PFNGLGETSTRINGIPROC GetStringi;
PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation;
PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv;
PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv;
PFNGLISENABLEDPROC IsEnabled;
PFNGLISPROGRAMPROC IsProgram;
PFNGLLINKPROGRAMPROC LinkProgram;
PFNGLPIXELSTOREIPROC PixelStorei;
PFNGLPOLYGONMODEPROC PolygonMode;
PFNGLREADPIXELSPROC ReadPixels;
PFNGLSAMPLERPARAMETERIPROC SamplerParameteri;
PFNGLSCISSORPROC Scissor;
PFNGLSHADERSOURCEPROC ShaderSource;
PFNGLTEXIMAGE2DPROC TexImage2D;
PFNGLTEXPARAMETERIPROC TexParameteri;
PFNGLTEXSUBIMAGE2DPROC TexSubImage2D;
PFNGLUNIFORM1IPROC Uniform1i;
PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv;
PFNGLUSEPROGRAMPROC UseProgram;
PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer;
PFNGLVIEWPORTPROC Viewport;
} gl;
};
GL3W_API extern union ImGL3WProcs imgl3wProcs;
/* OpenGL functions */
#define glActiveTexture imgl3wProcs.gl.ActiveTexture
#define glAttachShader imgl3wProcs.gl.AttachShader
#define glBindBuffer imgl3wProcs.gl.BindBuffer
#define glBindSampler imgl3wProcs.gl.BindSampler
#define glBindTexture imgl3wProcs.gl.BindTexture
#define glBindVertexArray imgl3wProcs.gl.BindVertexArray
#define glBlendEquation imgl3wProcs.gl.BlendEquation
#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate
#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate
#define glBufferData imgl3wProcs.gl.BufferData
#define glBufferSubData imgl3wProcs.gl.BufferSubData
#define glClear imgl3wProcs.gl.Clear
#define glClearColor imgl3wProcs.gl.ClearColor
#define glCompileShader imgl3wProcs.gl.CompileShader
#define glCreateProgram imgl3wProcs.gl.CreateProgram
#define glCreateShader imgl3wProcs.gl.CreateShader
#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers
#define glDeleteProgram imgl3wProcs.gl.DeleteProgram
#define glDeleteSamplers imgl3wProcs.gl.DeleteSamplers
#define glDeleteShader imgl3wProcs.gl.DeleteShader
#define glDeleteTextures imgl3wProcs.gl.DeleteTextures
#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays
#define glDetachShader imgl3wProcs.gl.DetachShader
#define glDisable imgl3wProcs.gl.Disable
#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray
#define glDrawElements imgl3wProcs.gl.DrawElements
#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex
#define glEnable imgl3wProcs.gl.Enable
#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray
#define glFlush imgl3wProcs.gl.Flush
#define glGenBuffers imgl3wProcs.gl.GenBuffers
#define glGenSamplers imgl3wProcs.gl.GenSamplers
#define glGenTextures imgl3wProcs.gl.GenTextures
#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays
#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation
#define glGetError imgl3wProcs.gl.GetError
#define glGetIntegerv imgl3wProcs.gl.GetIntegerv
#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog
#define glGetProgramiv imgl3wProcs.gl.GetProgramiv
#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog
#define glGetShaderiv imgl3wProcs.gl.GetShaderiv
#define glGetString imgl3wProcs.gl.GetString
#define glGetStringi imgl3wProcs.gl.GetStringi
#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation
#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv
#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv
#define glIsEnabled imgl3wProcs.gl.IsEnabled
#define glIsProgram imgl3wProcs.gl.IsProgram
#define glLinkProgram imgl3wProcs.gl.LinkProgram
#define glPixelStorei imgl3wProcs.gl.PixelStorei
#define glPolygonMode imgl3wProcs.gl.PolygonMode
#define glReadPixels imgl3wProcs.gl.ReadPixels
#define glSamplerParameteri imgl3wProcs.gl.SamplerParameteri
#define glScissor imgl3wProcs.gl.Scissor
#define glShaderSource imgl3wProcs.gl.ShaderSource
#define glTexImage2D imgl3wProcs.gl.TexImage2D
#define glTexParameteri imgl3wProcs.gl.TexParameteri
#define glTexSubImage2D imgl3wProcs.gl.TexSubImage2D
#define glUniform1i imgl3wProcs.gl.Uniform1i
#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv
#define glUseProgram imgl3wProcs.gl.UseProgram
#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer
#define glViewport imgl3wProcs.gl.Viewport
#ifdef __cplusplus
}
#endif
#endif
#ifdef IMGL3W_IMPL
#ifdef __cplusplus
extern "C" {
#endif
#include <stdlib.h>
#define GL3W_ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
#if defined(_WIN32)
#ifndef WIN32_LEAN_AND_MEAN
#define WIN32_LEAN_AND_MEAN 1
#endif
#include <windows.h>
static HMODULE libgl = NULL;
typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR);
static GL3WglGetProcAddr wgl_get_proc_address;
static int open_libgl(void)
{
libgl = LoadLibraryA("opengl32.dll");
if (!libgl)
return GL3W_ERROR_LIBRARY_OPEN;
wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress");
return GL3W_OK;
}
static void close_libgl(void) { FreeLibrary(libgl); libgl = NULL; }
static GL3WglProc get_proc(const char *proc)
{
GL3WglProc res;
res = (GL3WglProc)wgl_get_proc_address(proc);
if (!res)
res = (GL3WglProc)GetProcAddress(libgl, proc);
return res;
}
#elif defined(__APPLE__)
#include <dlfcn.h>
static void *libgl = NULL;
static int open_libgl(void)
{
libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
return GL3W_ERROR_LIBRARY_OPEN;
return GL3W_OK;
}
static void close_libgl(void) { dlclose(libgl); libgl = NULL; }
static GL3WglProc get_proc(const char *proc)
{
GL3WglProc res;
*(void **)(&res) = dlsym(libgl, proc);
return res;
}
#else
#include <dlfcn.h>
static void* libgl; // OpenGL library
static void* libglx; // GLX library
static void* libegl; // EGL library
static GL3WGetProcAddressProc gl_get_proc_address;
static void close_libgl(void)
{
if (libgl) {
dlclose(libgl);
libgl = NULL;
}
if (libegl) {
dlclose(libegl);
libegl = NULL;
}
if (libglx) {
dlclose(libglx);
libglx = NULL;
}
}
static int is_library_loaded(const char* name, void** lib)
{
#if defined(__HAIKU__)
*lib = NULL; // no support for RTLD_NOLOAD on Haiku.
#else
*lib = dlopen(name, RTLD_LAZY | RTLD_LOCAL | RTLD_NOLOAD);
#endif
return *lib != NULL;
}
static int open_libs(void)
{
// On Linux we have two APIs to get process addresses: EGL and GLX.
// EGL is supported under both X11 and Wayland, whereas GLX is X11-specific.
libgl = NULL;
libegl = NULL;
libglx = NULL;
// First check what's already loaded, the windowing library might have
// already loaded either EGL or GLX and we want to use the same one.
if (is_library_loaded("libEGL.so.1", &libegl) ||
is_library_loaded("libGLX.so.0", &libglx)) {
libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
if (libgl)
return GL3W_OK;
else
close_libgl();
}
if (is_library_loaded("libGL.so", &libgl))
return GL3W_OK;
if (is_library_loaded("libGL.so.1", &libgl))
return GL3W_OK;
if (is_library_loaded("libGL.so.3", &libgl))
return GL3W_OK;
// Neither is already loaded, so we have to load one. Try EGL first
// because it is supported under both X11 and Wayland.
// Load OpenGL + EGL
libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL);
libegl = dlopen("libEGL.so.1", RTLD_LAZY | RTLD_LOCAL);
if (libgl && libegl)
return GL3W_OK;
else
close_libgl();
// Fall back to legacy libGL, which includes GLX
// While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983
libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL);
if (!libgl)
libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL);
if (libgl)
return GL3W_OK;
return GL3W_ERROR_LIBRARY_OPEN;
}
static int open_libgl(void)
{
int res = open_libs();
if (res)
return res;
if (libegl)
*(void**)(&gl_get_proc_address) = dlsym(libegl, "eglGetProcAddress");
else if (libglx)
*(void**)(&gl_get_proc_address) = dlsym(libglx, "glXGetProcAddressARB");
else
*(void**)(&gl_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB");
if (!gl_get_proc_address) {
close_libgl();
return GL3W_ERROR_LIBRARY_OPEN;
}
return GL3W_OK;
}
static GL3WglProc get_proc(const char* proc)
{
GL3WglProc res = NULL;
// Before EGL version 1.5, eglGetProcAddress doesn't support querying core
// functions and may return a dummy function if we try, so try to load the
// function from the GL library directly first.
if (libegl)
*(void**)(&res) = dlsym(libgl, proc);
if (!res)
res = gl_get_proc_address(proc);
if (!libegl && !res)
*(void**)(&res) = dlsym(libgl, proc);
return res;
}
#endif
static struct { int major, minor; } version;
static int parse_version(void)
{
if (!glGetIntegerv)
return GL3W_ERROR_INIT;
glGetIntegerv(GL_MAJOR_VERSION, &version.major);
glGetIntegerv(GL_MINOR_VERSION, &version.minor);
if (version.major == 0 && version.minor == 0)
{
// Query GL_VERSION in desktop GL 2.x, the string will start with "<major>.<minor>"
if (const char* gl_version = (const char*)glGetString(GL_VERSION))
sscanf(gl_version, "%d.%d", &version.major, &version.minor);
}
if (version.major < 2)
return GL3W_ERROR_OPENGL_VERSION;
return GL3W_OK;
}
static void load_procs(GL3WGetProcAddressProc proc);
static void clear_procs();
int imgl3wInit(void)
{
int res = open_libgl();
if (res)
return res;
atexit(close_libgl);
return imgl3wInit2(get_proc);
}
int imgl3wInit2(GL3WGetProcAddressProc proc)
{
load_procs(proc);
return parse_version();
}
void imgl3wShutdown(void)
{
close_libgl();
clear_procs();
}
int imgl3wIsSupported(int major, int minor)
{
if (major < 2)
return 0;
if (version.major == major)
return version.minor >= minor;
return version.major >= major;
}
GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); }
static const char *proc_names[] = {
"glActiveTexture",
"glAttachShader",
"glBindBuffer",
"glBindSampler",
"glBindTexture",
"glBindVertexArray",
"glBlendEquation",
"glBlendEquationSeparate",
"glBlendFuncSeparate",
"glBufferData",
"glBufferSubData",
"glClear",
"glClearColor",
"glCompileShader",
"glCreateProgram",
"glCreateShader",
"glDeleteBuffers",
"glDeleteProgram",
"glDeleteSamplers",
"glDeleteShader",
"glDeleteTextures",
"glDeleteVertexArrays",
"glDetachShader",
"glDisable",
"glDisableVertexAttribArray",
"glDrawElements",
"glDrawElementsBaseVertex",
"glEnable",
"glEnableVertexAttribArray",
"glFlush",
"glGenBuffers",
"glGenSamplers",
"glGenTextures",
"glGenVertexArrays",
"glGetAttribLocation",
"glGetError",
"glGetIntegerv",
"glGetProgramInfoLog",
"glGetProgramiv",
"glGetShaderInfoLog",
"glGetShaderiv",
"glGetString",
"glGetStringi",
"glGetUniformLocation",
"glGetVertexAttribPointerv",
"glGetVertexAttribiv",
"glIsEnabled",
"glIsProgram",
"glLinkProgram",
"glPixelStorei",
"glPolygonMode",
"glReadPixels",
"glSamplerParameteri",
"glScissor",
"glShaderSource",
"glTexImage2D",
"glTexParameteri",
"glTexSubImage2D",
"glUniform1i",
"glUniformMatrix4fv",
"glUseProgram",
"glVertexAttribPointer",
"glViewport",
};
GL3W_API union ImGL3WProcs imgl3wProcs;
static void load_procs(GL3WGetProcAddressProc proc)
{
size_t i;
for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++)
imgl3wProcs.ptr[i] = proc(proc_names[i]);
}
static void clear_procs()
{
size_t i;
for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++)
imgl3wProcs.ptr[i] = nullptr;
}
#ifdef __cplusplus
}
#endif
#endif

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// [DEAR IMGUI]
// This is a slightly modified version of stb_rect_pack.h 1.01.
// Grep for [DEAR IMGUI] to find the changes.
//
// stb_rect_pack.h - v1.01 - public domain - rectangle packing
// Sean Barrett 2014
//
// Useful for e.g. packing rectangular textures into an atlas.
// Does not do rotation.
//
// Before #including,
//
// #define STB_RECT_PACK_IMPLEMENTATION
//
// in the file that you want to have the implementation.
//
// Not necessarily the awesomest packing method, but better than
// the totally naive one in stb_truetype (which is primarily what
// this is meant to replace).
//
// Has only had a few tests run, may have issues.
//
// More docs to come.
//
// No memory allocations; uses qsort() and assert() from stdlib.
// Can override those by defining STBRP_SORT and STBRP_ASSERT.
//
// This library currently uses the Skyline Bottom-Left algorithm.
//
// Please note: better rectangle packers are welcome! Please
// implement them to the same API, but with a different init
// function.
//
// Credits
//
// Library
// Sean Barrett
// Minor features
// Martins Mozeiko
// github:IntellectualKitty
//
// Bugfixes / warning fixes
// Jeremy Jaussaud
// Fabian Giesen
//
// Version history:
//
// 1.01 (2021-07-11) always use large rect mode, expose STBRP__MAXVAL in public section
// 1.00 (2019-02-25) avoid small space waste; gracefully fail too-wide rectangles
// 0.99 (2019-02-07) warning fixes
// 0.11 (2017-03-03) return packing success/fail result
// 0.10 (2016-10-25) remove cast-away-const to avoid warnings
// 0.09 (2016-08-27) fix compiler warnings
// 0.08 (2015-09-13) really fix bug with empty rects (w=0 or h=0)
// 0.07 (2015-09-13) fix bug with empty rects (w=0 or h=0)
// 0.06 (2015-04-15) added STBRP_SORT to allow replacing qsort
// 0.05: added STBRP_ASSERT to allow replacing assert
// 0.04: fixed minor bug in STBRP_LARGE_RECTS support
// 0.01: initial release
//
// LICENSE
//
// See end of file for license information.
//////////////////////////////////////////////////////////////////////////////
//
// INCLUDE SECTION
//
#ifndef STB_INCLUDE_STB_RECT_PACK_H
#define STB_INCLUDE_STB_RECT_PACK_H
#define STB_RECT_PACK_VERSION 1
#ifdef STBRP_STATIC
#define STBRP_DEF static
#else
#define STBRP_DEF extern
#endif
#ifdef __cplusplus
extern "C" {
#endif
typedef struct stbrp_context stbrp_context;
typedef struct stbrp_node stbrp_node;
typedef struct stbrp_rect stbrp_rect;
typedef int stbrp_coord;
#define STBRP__MAXVAL 0x7fffffff
// Mostly for internal use, but this is the maximum supported coordinate value.
STBRP_DEF int stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects);
// Assign packed locations to rectangles. The rectangles are of type
// 'stbrp_rect' defined below, stored in the array 'rects', and there
// are 'num_rects' many of them.
//
// Rectangles which are successfully packed have the 'was_packed' flag
// set to a non-zero value and 'x' and 'y' store the minimum location
// on each axis (i.e. bottom-left in cartesian coordinates, top-left
// if you imagine y increasing downwards). Rectangles which do not fit
// have the 'was_packed' flag set to 0.
//
// You should not try to access the 'rects' array from another thread
// while this function is running, as the function temporarily reorders
// the array while it executes.
//
// To pack into another rectangle, you need to call stbrp_init_target
// again. To continue packing into the same rectangle, you can call
// this function again. Calling this multiple times with multiple rect
// arrays will probably produce worse packing results than calling it
// a single time with the full rectangle array, but the option is
// available.
//
// The function returns 1 if all of the rectangles were successfully
// packed and 0 otherwise.
struct stbrp_rect
{
// reserved for your use:
int id;
// input:
stbrp_coord w, h;
// output:
stbrp_coord x, y;
int was_packed; // non-zero if valid packing
}; // 16 bytes, nominally
STBRP_DEF void stbrp_init_target (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes);
// Initialize a rectangle packer to:
// pack a rectangle that is 'width' by 'height' in dimensions
// using temporary storage provided by the array 'nodes', which is 'num_nodes' long
//
// You must call this function every time you start packing into a new target.
//
// There is no "shutdown" function. The 'nodes' memory must stay valid for
// the following stbrp_pack_rects() call (or calls), but can be freed after
// the call (or calls) finish.
//
// Note: to guarantee best results, either:
// 1. make sure 'num_nodes' >= 'width'
// or 2. call stbrp_allow_out_of_mem() defined below with 'allow_out_of_mem = 1'
//
// If you don't do either of the above things, widths will be quantized to multiples
// of small integers to guarantee the algorithm doesn't run out of temporary storage.
//
// If you do #2, then the non-quantized algorithm will be used, but the algorithm
// may run out of temporary storage and be unable to pack some rectangles.
STBRP_DEF void stbrp_setup_allow_out_of_mem (stbrp_context *context, int allow_out_of_mem);
// Optionally call this function after init but before doing any packing to
// change the handling of the out-of-temp-memory scenario, described above.
// If you call init again, this will be reset to the default (false).
STBRP_DEF void stbrp_setup_heuristic (stbrp_context *context, int heuristic);
// Optionally select which packing heuristic the library should use. Different
// heuristics will produce better/worse results for different data sets.
// If you call init again, this will be reset to the default.
enum
{
STBRP_HEURISTIC_Skyline_default=0,
STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default,
STBRP_HEURISTIC_Skyline_BF_sortHeight
};
//////////////////////////////////////////////////////////////////////////////
//
// the details of the following structures don't matter to you, but they must
// be visible so you can handle the memory allocations for them
struct stbrp_node
{
stbrp_coord x,y;
stbrp_node *next;
};
struct stbrp_context
{
int width;
int height;
int align;
int init_mode;
int heuristic;
int num_nodes;
stbrp_node *active_head;
stbrp_node *free_head;
stbrp_node extra[2]; // we allocate two extra nodes so optimal user-node-count is 'width' not 'width+2'
};
#ifdef __cplusplus
}
#endif
#endif
//////////////////////////////////////////////////////////////////////////////
//
// IMPLEMENTATION SECTION
//
#ifdef STB_RECT_PACK_IMPLEMENTATION
#ifndef STBRP_SORT
#include <stdlib.h>
#define STBRP_SORT qsort
#endif
#ifndef STBRP_ASSERT
#include <assert.h>
#define STBRP_ASSERT assert
#endif
#ifdef _MSC_VER
#define STBRP__NOTUSED(v) (void)(v)
#define STBRP__CDECL __cdecl
#else
#define STBRP__NOTUSED(v) (void)sizeof(v)
#define STBRP__CDECL
#endif
enum
{
STBRP__INIT_skyline = 1
};
STBRP_DEF void stbrp_setup_heuristic(stbrp_context *context, int heuristic)
{
switch (context->init_mode) {
case STBRP__INIT_skyline:
STBRP_ASSERT(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight);
context->heuristic = heuristic;
break;
default:
STBRP_ASSERT(0);
}
}
STBRP_DEF void stbrp_setup_allow_out_of_mem(stbrp_context *context, int allow_out_of_mem)
{
if (allow_out_of_mem)
// if it's ok to run out of memory, then don't bother aligning them;
// this gives better packing, but may fail due to OOM (even though
// the rectangles easily fit). @TODO a smarter approach would be to only
// quantize once we've hit OOM, then we could get rid of this parameter.
context->align = 1;
else {
// if it's not ok to run out of memory, then quantize the widths
// so that num_nodes is always enough nodes.
//
// I.e. num_nodes * align >= width
// align >= width / num_nodes
// align = ceil(width/num_nodes)
context->align = (context->width + context->num_nodes-1) / context->num_nodes;
}
}
STBRP_DEF void stbrp_init_target(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes)
{
int i;
for (i=0; i < num_nodes-1; ++i)
nodes[i].next = &nodes[i+1];
nodes[i].next = NULL;
context->init_mode = STBRP__INIT_skyline;
context->heuristic = STBRP_HEURISTIC_Skyline_default;
context->free_head = &nodes[0];
context->active_head = &context->extra[0];
context->width = width;
context->height = height;
context->num_nodes = num_nodes;
stbrp_setup_allow_out_of_mem(context, 0);
// node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly)
context->extra[0].x = 0;
context->extra[0].y = 0;
context->extra[0].next = &context->extra[1];
context->extra[1].x = (stbrp_coord) width;
context->extra[1].y = (1<<30);
context->extra[1].next = NULL;
}
// find minimum y position if it starts at x1
static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste)
{
stbrp_node *node = first;
int x1 = x0 + width;
int min_y, visited_width, waste_area;
STBRP__NOTUSED(c);
STBRP_ASSERT(first->x <= x0);
#if 0
// skip in case we're past the node
while (node->next->x <= x0)
++node;
#else
STBRP_ASSERT(node->next->x > x0); // we ended up handling this in the caller for efficiency
#endif
STBRP_ASSERT(node->x <= x0);
min_y = 0;
waste_area = 0;
visited_width = 0;
while (node->x < x1) {
if (node->y > min_y) {
// raise min_y higher.
// we've accounted for all waste up to min_y,
// but we'll now add more waste for everything we've visited
waste_area += visited_width * (node->y - min_y);
min_y = node->y;
// the first time through, visited_width might be reduced
if (node->x < x0)
visited_width += node->next->x - x0;
else
visited_width += node->next->x - node->x;
} else {
// add waste area
int under_width = node->next->x - node->x;
if (under_width + visited_width > width)
under_width = width - visited_width;
waste_area += under_width * (min_y - node->y);
visited_width += under_width;
}
node = node->next;
}
*pwaste = waste_area;
return min_y;
}
typedef struct
{
int x,y;
stbrp_node **prev_link;
} stbrp__findresult;
static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height)
{
int best_waste = (1<<30), best_x, best_y = (1 << 30);
stbrp__findresult fr;
stbrp_node **prev, *node, *tail, **best = NULL;
// align to multiple of c->align
width = (width + c->align - 1);
width -= width % c->align;
STBRP_ASSERT(width % c->align == 0);
// if it can't possibly fit, bail immediately
if (width > c->width || height > c->height) {
fr.prev_link = NULL;
fr.x = fr.y = 0;
return fr;
}
node = c->active_head;
prev = &c->active_head;
while (node->x + width <= c->width) {
int y,waste;
y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste);
if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL
// bottom left
if (y < best_y) {
best_y = y;
best = prev;
}
} else {
// best-fit
if (y + height <= c->height) {
// can only use it if it first vertically
if (y < best_y || (y == best_y && waste < best_waste)) {
best_y = y;
best_waste = waste;
best = prev;
}
}
}
prev = &node->next;
node = node->next;
}
best_x = (best == NULL) ? 0 : (*best)->x;
// if doing best-fit (BF), we also have to try aligning right edge to each node position
//
// e.g, if fitting
//
// ____________________
// |____________________|
//
// into
//
// | |
// | ____________|
// |____________|
//
// then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned
//
// This makes BF take about 2x the time
if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) {
tail = c->active_head;
node = c->active_head;
prev = &c->active_head;
// find first node that's admissible
while (tail->x < width)
tail = tail->next;
while (tail) {
int xpos = tail->x - width;
int y,waste;
STBRP_ASSERT(xpos >= 0);
// find the left position that matches this
while (node->next->x <= xpos) {
prev = &node->next;
node = node->next;
}
STBRP_ASSERT(node->next->x > xpos && node->x <= xpos);
y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste);
if (y + height <= c->height) {
if (y <= best_y) {
if (y < best_y || waste < best_waste || (waste==best_waste && xpos < best_x)) {
best_x = xpos;
//STBRP_ASSERT(y <= best_y); [DEAR IMGUI]
best_y = y;
best_waste = waste;
best = prev;
}
}
}
tail = tail->next;
}
}
fr.prev_link = best;
fr.x = best_x;
fr.y = best_y;
return fr;
}
static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height)
{
// find best position according to heuristic
stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height);
stbrp_node *node, *cur;
// bail if:
// 1. it failed
// 2. the best node doesn't fit (we don't always check this)
// 3. we're out of memory
if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) {
res.prev_link = NULL;
return res;
}
// on success, create new node
node = context->free_head;
node->x = (stbrp_coord) res.x;
node->y = (stbrp_coord) (res.y + height);
context->free_head = node->next;
// insert the new node into the right starting point, and
// let 'cur' point to the remaining nodes needing to be
// stitched back in
cur = *res.prev_link;
if (cur->x < res.x) {
// preserve the existing one, so start testing with the next one
stbrp_node *next = cur->next;
cur->next = node;
cur = next;
} else {
*res.prev_link = node;
}
// from here, traverse cur and free the nodes, until we get to one
// that shouldn't be freed
while (cur->next && cur->next->x <= res.x + width) {
stbrp_node *next = cur->next;
// move the current node to the free list
cur->next = context->free_head;
context->free_head = cur;
cur = next;
}
// stitch the list back in
node->next = cur;
if (cur->x < res.x + width)
cur->x = (stbrp_coord) (res.x + width);
#ifdef _DEBUG
cur = context->active_head;
while (cur->x < context->width) {
STBRP_ASSERT(cur->x < cur->next->x);
cur = cur->next;
}
STBRP_ASSERT(cur->next == NULL);
{
int count=0;
cur = context->active_head;
while (cur) {
cur = cur->next;
++count;
}
cur = context->free_head;
while (cur) {
cur = cur->next;
++count;
}
STBRP_ASSERT(count == context->num_nodes+2);
}
#endif
return res;
}
static int STBRP__CDECL rect_height_compare(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
if (p->h > q->h)
return -1;
if (p->h < q->h)
return 1;
return (p->w > q->w) ? -1 : (p->w < q->w);
}
static int STBRP__CDECL rect_original_order(const void *a, const void *b)
{
const stbrp_rect *p = (const stbrp_rect *) a;
const stbrp_rect *q = (const stbrp_rect *) b;
return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed);
}
STBRP_DEF int stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects)
{
int i, all_rects_packed = 1;
// we use the 'was_packed' field internally to allow sorting/unsorting
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = i;
}
// sort according to heuristic
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_height_compare);
for (i=0; i < num_rects; ++i) {
if (rects[i].w == 0 || rects[i].h == 0) {
rects[i].x = rects[i].y = 0; // empty rect needs no space
} else {
stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h);
if (fr.prev_link) {
rects[i].x = (stbrp_coord) fr.x;
rects[i].y = (stbrp_coord) fr.y;
} else {
rects[i].x = rects[i].y = STBRP__MAXVAL;
}
}
}
// unsort
STBRP_SORT(rects, num_rects, sizeof(rects[0]), rect_original_order);
// set was_packed flags and all_rects_packed status
for (i=0; i < num_rects; ++i) {
rects[i].was_packed = !(rects[i].x == STBRP__MAXVAL && rects[i].y == STBRP__MAXVAL);
if (!rects[i].was_packed)
all_rects_packed = 0;
}
// return the all_rects_packed status
return all_rects_packed;
}
#endif
/*
------------------------------------------------------------------------------
This software is available under 2 licenses -- choose whichever you prefer.
------------------------------------------------------------------------------
ALTERNATIVE A - MIT License
Copyright (c) 2017 Sean Barrett
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
------------------------------------------------------------------------------
ALTERNATIVE B - Public Domain (www.unlicense.org)
This is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
software, either in source code form or as a compiled binary, for any purpose,
commercial or non-commercial, and by any means.
In jurisdictions that recognize copyright laws, the author or authors of this
software dedicate any and all copyright interest in the software to the public
domain. We make this dedication for the benefit of the public at large and to
the detriment of our heirs and successors. We intend this dedication to be an
overt act of relinquishment in perpetuity of all present and future rights to
this software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
------------------------------------------------------------------------------
*/

1527
src/imgui/imstb_textedit.h Normal file

File diff suppressed because it is too large Load Diff

5085
src/imgui/imstb_truetype.h Normal file

File diff suppressed because it is too large Load Diff

View File

@@ -5,28 +5,33 @@
#include "glm/glm.hpp" #include "glm/glm.hpp"
#include "glm/ext/matrix_clip_space.hpp" #include "glm/ext/matrix_clip_space.hpp"
#include "glm/ext/matrix_transform.hpp"
#include "entt/entt.hpp"
#define STB_IMAGE_IMPLEMENTATION #define STB_IMAGE_IMPLEMENTATION
#include "Components.h" #include "AssetRegistry.h"
#include "FreeCamera.h"
#include "imgui.h"
#include "imgui_impl_glfw.h"
#include "imgui_impl_opengl3.h"
#include "InputManager.h"
#include "stb_image.h" #include "stb_image.h"
#include "Model.h" #include "Camera.h"
#include "ModelManager.h" #include "EditorContext.h"
#include "FreeCameraController.h"
#include "InputManager.h"
#include "ProjectManifest.h"
#include "ProjectManifestFile.h"
#include "Scene.h" #include "Scene.h"
#include "ShaderManager.h" #include "ShaderManager.h"
#include "ShaderProgram.h" #include "ShaderProgram.h"
#include "Texture.h"
#include "TextureManager.h" #include "TextureManager.h"
#include "fmt/base.h" #include "UIManager.h"
#include "ui/UIEntityInspector.h"
#include "ui/UIMenuBar.h"
#include "ui/UISceneGraph.h"
#include "ui/UISceneViewer.h"
#include <filesystem>
#include "MeshManager.h"
const char* B_ENGINE_VERSION = "v0.0.3";
GLFWwindow* gWindow = nullptr; GLFWwindow* gWindow = nullptr;
int gWindowWidth = 1920; int gWindowWidth = 1920;
@@ -39,9 +44,13 @@ float gAspectRatio = 0.f;
float gMouseSensitivity = 0.1f; float gMouseSensitivity = 0.1f;
FreeCamera gCamera {}; std::unique_ptr<ProjectManifest> gCurrentProject {nullptr};
Scene gScene{}; Scene gScene{};
EditorContext gEditorCtx{};
Camera gCamera {};
FreeCameraController gEditorCameraController{};
void glfw_error_callback(int error, const char* description); void glfw_error_callback(int error, const char* description);
void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods); void glfw_key_callback(GLFWwindow* window, int key, int scancode, int action, int mods);
@@ -50,21 +59,19 @@ void glfw_framebuffer_size_callback(GLFWwindow* window, int width, int height);
void init_glfw(); void init_glfw();
void create_main_window(); void create_main_window();
void load_gl(); void load_gl();
void load_imgui();
void init_camera();
void load_default_textures();
void load_shaders();
void load_inputs(); void load_inputs();
void load_default_models(); void init_editor_camera();
void loop(); void loop();
void draw_ui();
void create_entity(entt::entity parent);
void open_project(std::string_view _path);
auto xAxis = glm::vec3{1.f, 0.f, 0.f}; auto xAxis = glm::vec3{1.f, 0.f, 0.f};
auto yAxis = glm::vec3{0.f, 1.f, 0.f}; auto yAxis = glm::vec3{0.f, 1.f, 0.f};
auto zAxis = glm::vec3{0.f, 0.f, 1.f}; auto zAxis = glm::vec3{0.f, 0.f, 1.f};
int main() { int main() {
spdlog::info("b_engine v0.0.3 start"); spdlog::info("b_engine {} start", B_ENGINE_VERSION);
init_glfw(); init_glfw();
@@ -72,35 +79,34 @@ int main() {
load_gl(); load_gl();
load_imgui();
init_camera();
stbi_set_flip_vertically_on_load(true); stbi_set_flip_vertically_on_load(true);
load_default_textures();
load_shaders();
load_inputs(); load_inputs();
load_default_models(); UIManager::init(gWindow);
auto* menuBar = UIManager::add_ui_panel<UIMenuBar>("menu_bar");
menuBar->create_entity = create_entity;
menuBar->open_project = open_project;
UIManager::add_ui_panel<UISceneViewer>("scene_viewer");
UIManager::add_ui_panel<UISceneGraph>("scene_graph");
UIManager::add_ui_panel<UIEntityInspector>("entity_inspector");
entt::entity dirLight = gScene.create_game_object(); gEditorCameraController.set_camera(gCamera);
auto& [direction, ambient, diffuse, specular] = gScene.attach_component<Components::DirectionalLight>(dirLight); gEditorCameraController.look_sensitivity = 0.2;
direction = {1, -1, 1}; gEditorCameraController.movement_speed = 0.2;
ambient = {0.3f, 0.3f, 0.3f}; InputManager::add_mouse_listener([](float xoff, float yoff) {
diffuse = {0.5f, 0.5f, 0.5f}; gEditorCameraController.on_mouse_delta(xoff, yoff);
specular = {1.0f, 1.0f, 1.0f}; });
auto& tag = gScene.fetch_component<Components::Tag>(dirLight); gEditorCtx.scene = &gScene;
tag.name = "directional light"; gEditorCtx.window = gWindow;
gEditorCtx.selectedEntity = entt::null;
loop(); loop();
ShaderManager::shaders.clear(); ShaderManager::shaders.clear();
TextureManager::textures.clear(); TextureManager::textures.clear();
ModelManager::models.clear(); MeshManager::meshes.clear();
glfwDestroyWindow(gWindow); glfwDestroyWindow(gWindow);
glfwTerminate(); glfwTerminate();
@@ -118,8 +124,7 @@ void glfw_framebuffer_size_callback(GLFWwindow *window, int width, int height) {
gCamera.update_aspect_ratio(gAspectRatio); gCamera.update_aspect_ratio(gAspectRatio);
} }
void init_glfw() void init_glfw() {
{
if (!glfwInit()) { if (!glfwInit()) {
spdlog::error("could not initialize glfw"); spdlog::error("could not initialize glfw");
std::exit(1); std::exit(1);
@@ -135,7 +140,8 @@ void init_glfw()
void create_main_window() void create_main_window()
{ {
gWindow = glfwCreateWindow(gWindowWidth, gWindowHeight, "b_engine v0.0.3", nullptr, nullptr); std::string title = fmt::format("b_engine {}", B_ENGINE_VERSION);
gWindow = glfwCreateWindow(gWindowWidth, gWindowHeight, title.c_str(), nullptr, nullptr);
if (!gWindow) { if (!gWindow) {
spdlog::error("failed to create glfw window"); spdlog::error("failed to create glfw window");
std::exit(1); std::exit(1);
@@ -147,10 +153,6 @@ void create_main_window()
glfwSetCursorPosCallback(gWindow, InputManager::mouse_pos_callback); glfwSetCursorPosCallback(gWindow, InputManager::mouse_pos_callback);
glfwSetFramebufferSizeCallback(gWindow, glfw_framebuffer_size_callback); glfwSetFramebufferSizeCallback(gWindow, glfw_framebuffer_size_callback);
#ifndef GLFW_CONTEXT_DEBUG
glfwSetInputMode(gWindow, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
#endif
} }
void load_gl() void load_gl()
@@ -171,44 +173,10 @@ void load_gl()
glEnable(GL_MULTISAMPLE); glEnable(GL_MULTISAMPLE);
} }
void load_imgui() { void init_editor_camera() {
IMGUI_CHECKVERSION(); gCamera = {{10.f, 10.f, 10.f}, 0, 0, gAspectRatio};
ImGui::CreateContext();
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(gWindow, true);
ImGui_ImplOpenGL3_Init("#version 330");
}
void init_camera() {
gCamera = {{5.f, 5.f, 5.f}, 0, 0, gAspectRatio};
gCamera.rotate_yaw(-135.f); gCamera.rotate_yaw(-135.f);
gCamera.rotate_pitch(-35.f); gCamera.rotate_pitch(-35.f);
InputManager::add_mouse_listener([](float xoff, float yoff) {
gCamera.rotate_yaw(xoff * gMouseSensitivity);
gCamera.rotate_pitch(yoff * gMouseSensitivity);
});
}
void load_default_textures() {
spdlog::info("creating default textures");
unsigned char defaultDiffuseData[4] = {static_cast<unsigned char>(255), 255, 255, 255};
TextureManager::textures["default_diffuse"] = TextureManager::load_from_data(reinterpret_cast<unsigned char*>(&defaultDiffuseData), 1, 1, 4);
unsigned char defaultSpecularData[4] = {static_cast<unsigned char>(64), 64, 64, 255};
TextureManager::textures["default_specular"] = TextureManager::load_from_data(reinterpret_cast<unsigned char*>(&defaultSpecularData), 1, 1, 4);
}
void load_shaders() {
spdlog::info("compiling shaders");
ShaderManager::shaders["phong_shader"] = ShaderManager::load("./resources/standard.vert", "./resources/standard.frag");
if (ShaderManager::shaders["phong_shader"] == nullptr)
{
spdlog::error("failed to compile phong shader");
std::exit(1);
}
} }
void load_inputs() { void load_inputs() {
@@ -218,119 +186,57 @@ void load_inputs() {
InputManager::generate_input_action("move_left", {{GLFW_KEY_A, KEY_DOWN}}); InputManager::generate_input_action("move_left", {{GLFW_KEY_A, KEY_DOWN}});
InputManager::generate_input_action("move_up", {{GLFW_KEY_SPACE, KEY_DOWN}}); InputManager::generate_input_action("move_up", {{GLFW_KEY_SPACE, KEY_DOWN}});
InputManager::generate_input_action("move_down", {{GLFW_KEY_LEFT_SHIFT, KEY_DOWN}}); InputManager::generate_input_action("move_down", {{GLFW_KEY_LEFT_SHIFT, KEY_DOWN}});
InputManager::generate_input_action("exit_application", {{GLFW_KEY_ESCAPE, KEY_DOWN}});
}
void load_default_models() {
spdlog::info("loading default models");
ModelManager::models["cube"] = ModelManager::load_from_file("./resources/cube.obj");
ModelManager::models["vette"] = ModelManager::load_from_file("./resources/c4/C4Fixed.obj");
ModelManager::models["male"] = ModelManager::load_from_file("./resources/male.obj");
} }
void loop() { void loop() {
while (!glfwWindowShouldClose(gWindow)) { while (!glfwWindowShouldClose(gWindow)) {
// input
glfwPollEvents(); glfwPollEvents();
// check inputs // update
if (InputManager::check_action_performed("exit_application")) { UIManager::update(gEditorCtx);
glfwSetWindowShouldClose(gWindow, true); gEditorCameraController.update(gEditorCtx);
continue;
if (gCamera.aspect_ratio() != gEditorCtx.viewportAspectRatio) {
gCamera.update_aspect_ratio(gEditorCtx.viewportAspectRatio);
} }
if (InputManager::check_action_performed("move_forward")) { gScene.update_transforms();
gCamera.move(FORWARD, .05);
const auto* uiScenePanel = dynamic_cast<UISceneViewer*>(UIManager::get_ui_panel("scene_viewer").get());
if (uiScenePanel) {
uiScenePanel->bind_fbo();
} }
if (InputManager::check_action_performed("move_backward")) { // draw
gCamera.move(BACKWARD, .05);
}
if (InputManager::check_action_performed("move_left")) {
gCamera.move(LEFT, .05);
}
if (InputManager::check_action_performed("move_right")) {
gCamera.move(RIGHT, .05);
}
if (InputManager::check_action_performed("move_up")) {
gCamera.move(UP, .05);
}
if (InputManager::check_action_performed("move_down")) {
gCamera.move(DOWN, .05);
}
draw_ui();
// gl frame prep
glClearColor(0.2f, 0.3f, 0.3f, 1.0f); glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); gScene.draw_scene();
const auto shader = ShaderManager::shaders["phong_shader"];
shader->bind();
shader->setMat4("projection", gCamera.projection());
shader->setMat4("view", gCamera.view());
shader->setVec3("viewPosition", gCamera.position());
gScene.draw_scene(shader.get());
glBindVertexArray(0); glBindVertexArray(0);
ShaderProgram::unbind(); ShaderProgram::unbind();
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// gl end frame stuff UIManager::draw();
// end frame
glfwSwapBuffers(gWindow); glfwSwapBuffers(gWindow);
} }
} }
void draw_ui() { void create_entity(entt::entity parent) {
ImGui_ImplOpenGL3_NewFrame(); gScene.create_game_object(parent);
ImGui_ImplGlfw_NewFrame(); }
ImGui::NewFrame();
{
if (ImGui::Begin("Scene")) {
ImGui::Text("Scene");
const auto root = gScene.get_root();
auto entity = gScene.fetch_component<Components::Relationship>(root).first_child;
while (entity != entt::null) {
const auto&[name] = gScene.fetch_component<Components::Tag>(entity);
std::string text = fmt::format(" {0}", name);
ImGui::Text((char*)text.data());
entity = gScene.fetch_component<Components::Relationship>(entity).next_sibling;
}
ImGui::End();
}
if (ImGui::BeginMainMenuBar()) { void open_project(std::string_view _path) {
if (ImGui::BeginMenu("File")) { const std::filesystem::path projectFilePath {_path};
if (ImGui::MenuItem("New Scene", "Ctrl+N")) { gCurrentProject = ProjectManifestFile::load(_path);
/* Handle New File logic */ gCurrentProject->projectDirectory = projectFilePath.parent_path();
}
if (ImGui::MenuItem("Open Scene", "Ctrl+O")) {
/* Handle Open logic */
}
ImGui::Separator(); // Adds a visual line between sections
if (ImGui::MenuItem("Save", "Ctrl+S")) {
/* Handle Save logic */
}
if (ImGui::MenuItem("Exit", "Alt+F4")) {
/* Handle Exit logic */
}
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Scene")) { std::filesystem::path assetPath = gCurrentProject->projectDirectory.append(gCurrentProject->assetFolder);
if (ImGui::MenuItem("New Scene Object")) { AssetRegistry::read_directory(assetPath);
gScene.create_game_object();
// Do other stuff here, open this entity in the entity editor, etc... const std::string title = fmt::format("project \"{}\" | b_engine {}", gCurrentProject->name, B_ENGINE_VERSION);
} glfwSetWindowTitle(gWindow, title.c_str());
ImGui::EndMenu(); }
}
ImGui::EndMainMenuBar();
}
}
ImGui::Render();
}

18
src/ui/IUIPanel.h Normal file
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@@ -0,0 +1,18 @@
//
// Created by slinky on 5/11/26.
//
#ifndef B_ENGINE_IUIPANEL_H
#define B_ENGINE_IUIPANEL_H
#include "EditorContext.h"
class IUIPanel {
public:
virtual ~IUIPanel() = default;
virtual void update(EditorContext& context) = 0;
bool IsOpen = true;
bool HasFocus = true;
};
#endif //B_ENGINE_IUIPANEL_H

View File

@@ -0,0 +1,63 @@
//
// Created by slinky on 5/11/26.
//
#include "UIEntityInspector.h"
#include "Components.h"
#include "imgui.h"
#include "glm/gtc/type_ptr.hpp"
void UIEntityInspector::update(EditorContext &ctx) {
ImGui::Begin("Inspector");
if (ctx.selectedEntity == entt::null)
{
ImGui::TextDisabled("No entity selected");
ImGui::End();
return;
}
Scene* scene = ctx.scene;
auto entity = ctx.selectedEntity;
if (scene->has_component<Components::Tag>(entity))
{
auto& [name] = scene->fetch_component<Components::Tag>(entity);
char buffer[256]{};
memset(buffer, 0, sizeof(buffer));
strncpy(buffer, name.c_str(), sizeof(buffer) - 1);
if (ImGui::InputText("Tag", buffer, sizeof(buffer)))
{
name = std::string(buffer);
}
}
ImGui::Separator();
if (scene->has_component<Components::Transform>(entity))
{
auto& transform = scene->fetch_component<Components::Transform>(entity);
ImGui::Text("Transform");
if (ImGui::DragFloat3("Position", glm::value_ptr(transform.position), 0.1f))
{
transform.dirty = true;
}
if (ImGui::DragFloat3("Rotation", glm::value_ptr(transform.rotation), 0.05f))
{
transform.dirty = true;
}
if (ImGui::DragFloat3("Scale", glm::value_ptr(transform.scale), 0.1f))
{
transform.dirty = true;
}
}
ImGui::End();
}

View File

@@ -0,0 +1,17 @@
//
// Created by slinky on 5/11/26.
//
#ifndef B_ENGINE_UIENTITYINSPECTOR_H
#define B_ENGINE_UIENTITYINSPECTOR_H
#include "EditorContext.h"
#include "IUIPanel.h"
class UIEntityInspector : public IUIPanel {
public:
void update(EditorContext& ctx) override;
};
#endif //B_ENGINE_UIENTITYINSPECTOR_H

55
src/ui/UIMenuBar.cpp Normal file
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@@ -0,0 +1,55 @@
//
// Created by slinky on 5/11/26.
//
#include "UIMenuBar.h"
#include "UIManager.h"
#include "UISceneGraph.h"
#include "imgui.h"
#include "nfd.h"
void UIMenuBar::update(EditorContext &context) {
if (ImGui::BeginMainMenuBar()) {
if (ImGui::BeginMenu("File")) {
if (ImGui::MenuItem("New Project")) {
}
if (ImGui::MenuItem("Open Project")) {
NFD_Init();
nfdu8char_t *outPath;
nfdu8filteritem_t filters[1] = { { "b_engine project files", "json" } };
nfdopendialogu8args_t args = {0};
args.filterList = filters;
args.filterCount = 1;
nfdresult_t result = NFD_OpenDialogU8_With(&outPath, &args);
if (result == NFD_OKAY && open_project)
{
open_project(outPath);
NFD_FreePathU8(outPath);
}
NFD_Quit();
}
ImGui::Separator(); // Adds a visual line between sections
if (ImGui::MenuItem("Save", "Ctrl+S")) {
}
if (ImGui::MenuItem("Exit", "Alt+F4")) {
}
ImGui::EndMenu();
}
if (ImGui::BeginMenu("Scene")) {
if (ImGui::MenuItem("New Scene Object")) {
const auto* sceneGraph = dynamic_cast<UISceneGraph*>(UIManager::get_ui_panel("scene_graph").get());
if (sceneGraph) {
create_entity(context.selectedEntity);
}
}
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
}
}

19
src/ui/UIMenuBar.h Normal file
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@@ -0,0 +1,19 @@
//
// Created by slinky on 5/11/26.
//
#ifndef B_ENGINE_UIMENUBAR_H
#define B_ENGINE_UIMENUBAR_H
#include "IUIPanel.h"
class UIMenuBar : public IUIPanel {
public:
void update(EditorContext &context) override;
std::function<void(entt::entity)> create_entity;
std::function<void(std::string_view path)> open_project;
};
#endif //B_ENGINE_UIMENUBAR_H

53
src/ui/UISceneGraph.cpp Normal file
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@@ -0,0 +1,53 @@
//
// Created by slinky on 5/11/26.
//
#include "UISceneGraph.h"
#include "Components.h"
#include "imgui.h"
#include "Scene.h"
void UISceneGraph::update(EditorContext &ctx) {
ImGui::Begin("Hierarchy");
if (ImGui::IsWindowHovered() && ImGui::IsMouseClicked(ImGuiMouseButton_Left))
{
ctx.selectedEntity = entt::null;
}
Scene* scene = ctx.scene;
if (!scene) return;
draw_children(scene->get_root(), scene, ctx);
ImGui::End();
}
void UISceneGraph::draw_children(entt::entity parent, Scene *scene, EditorContext& ctx) {
std::vector<entt::entity> children = scene->get_children(parent);
for (const auto e : children) {
const auto& rel = scene->fetch_component<Components::Relationship>(e);
ImGuiTreeNodeFlags flags =
ImGuiTreeNodeFlags_OpenOnArrow |
ImGuiTreeNodeFlags_SpanFullWidth;
if (rel.first_child == entt::null) {
flags |= ImGuiTreeNodeFlags_Leaf;
}
const auto& [name] = scene->fetch_component<Components::Tag>(e);
if (ImGui::TreeNodeEx((void*)(intptr_t)e, flags, "%s", name.data()))
{
draw_children(e, scene, ctx);
ImGui::TreePop();
}
if (ImGui::IsItemClicked())
{
ctx.selectedEntity = e;
}
}
}

20
src/ui/UISceneGraph.h Normal file
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@@ -0,0 +1,20 @@
//
// Created by slinky on 5/11/26.
//
#ifndef B_ENGINE_UISCENEGRAPH_H
#define B_ENGINE_UISCENEGRAPH_H
#include "IUIPanel.h"
#include "Scene.h"
#include "entt/entt.hpp"
class UISceneGraph : public IUIPanel {
public:
void update(EditorContext& ctx) override;
private:
void draw_children(entt::entity e, Scene* scene, EditorContext& ctx);
};
#endif //B_ENGINE_UISCENEGRAPH_H

88
src/ui/UISceneViewer.cpp Normal file
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@@ -0,0 +1,88 @@
//
// Created by slinky on 5/11/26.
//
#include "UISceneViewer.h"
#include "GLFW/glfw3.h"
UISceneViewer::UISceneViewer() {
create_scene_framebuffer();
resize_scene_framebuffer(1, 1);
}
void UISceneViewer::update(EditorContext& ctx) {
ImGui::Begin("Scene");
const ImVec2 viewportSize = ImGui::GetContentRegionAvail();
if (viewportSize.x > 0.0f && viewportSize.y > 0.0f)
{
if (sceneViewportSize.x != viewportSize.x ||
sceneViewportSize.y != viewportSize.y)
{
sceneViewportSize = viewportSize;
resize_scene_framebuffer((int)sceneViewportSize.x, (int)sceneViewportSize.y);
ctx.viewportSize = {sceneViewportSize.x, sceneViewportSize.y};
ctx.viewportAspectRatio = sceneViewportSize.x / sceneViewportSize.y;
}
ImGui::Image(
sceneRenderTexture,
viewportSize,
ImVec2(0, 1),
ImVec2(1, 0)
);
bool hovered = ImGui::IsItemHovered();
if (hovered && ImGui::IsMouseClicked(ImGuiMouseButton_Left))
{
capturedMouse = true;
ctx.sceneViewerFocused = true;
glfwSetInputMode(ctx.window,
GLFW_CURSOR,
GLFW_CURSOR_DISABLED);
}
if (capturedMouse && ImGui::IsMouseReleased(ImGuiMouseButton_Right))
{
capturedMouse = false;
ctx.sceneViewerFocused = false;
glfwSetInputMode(ctx.window,
GLFW_CURSOR,
GLFW_CURSOR_NORMAL);
}
}
ImGui::End();
}
void UISceneViewer::bind_fbo() const {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
}
void UISceneViewer::create_scene_framebuffer() {
glGenFramebuffers(1, &fbo);
resize_scene_framebuffer(1, 1);
}
void UISceneViewer::resize_scene_framebuffer(int width, int height) {
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenTextures(1, &sceneRenderTexture);
glBindTexture(GL_TEXTURE_2D, sceneRenderTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sceneRenderTexture, 0);
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, rbo);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
}

38
src/ui/UISceneViewer.h Normal file
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@@ -0,0 +1,38 @@
//
// Created by slinky on 5/11/26.
//
#ifndef B_ENGINE_UISCENEVIEWER_H
#define B_ENGINE_UISCENEVIEWER_H
#include "glad/gl.h"
#include "imgui.h"
#include "IUIPanel.h"
#include "Scene.h"
#include "Camera.h"
class UISceneViewer : public IUIPanel {
public:
UISceneViewer();
void update(EditorContext& ctx) override;
void bind_fbo() const;
private:
ImVec2 sceneViewportSize = { 0.0f, 0.0f };
GLuint sceneRenderTexture = 0;
GLuint fbo = 0;
GLuint rbo = 0;
Scene* scene = nullptr;
Camera* camera = nullptr;
bool capturedMouse = false;
void create_scene_framebuffer();
void resize_scene_framebuffer(int width, int height);
};
#endif //B_ENGINE_UISCENEVIEWER_H