YoggieEngine/SandboxApplication/Sandbox.cpp

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#include "BarinkEngine.h"
void Start(int argc, char* argv[]) {
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std::cout << "Hello start!" << std::endl;
std::cout << "h" << std::endl;
char cwd[256];
memset(cwd, '\0', 256);
// getcwd(cwd, 256);
//spdlog::info("Working directory: {}", cwd);
WARN("Hello warning");
// BarinkWindow GameWindow(800, 600);
}
void UpdateApplication()
{
}
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/*
int main(int argc, char* argv[]) {
char cwd[256];
memset(cwd, '\0', 256);
getcwd(cwd, 256);
spdlog::info("Working directory: {}", cwd);
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IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
(void)io;
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(GameWindow.windowptr(), true);
ImGui_ImplOpenGL3_Init("#version 440");
Camera cam(glm::vec3(0.0f, 1.5f, -10.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
Renderable Cube = Renderable::Load();
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spdlog::info("==== Load Shader(s) ====");
std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs";
std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
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Shader shader (vertexShaderSource, fragmentShaderSource);
lua_State* L = luaL_newstate();
luaL_openlibs(L);
luaL_dostring(L, "print('BarinkEngine')");
spdlog::info("==== Run script ====");
luaL_dofile(L,"build/SandboxApplication/Debug/script.lua");
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char* lua_code = new char[255];
memset(lua_code, '\0', 255);
bool runCode = false;
while (!GameWindow.WindowShouldClose()) {
if (runCode == true) {
luaL_dostring(L,lua_code);
runCode = false;
}
glm::mat4 tran = glm::translate(glm::mat4(), Cube.transform.Position);
glm::mat4 scale = glm::scale(glm::mat4(), Cube.transform.Scale);
glm::mat4 rot =
glm::rotate(glm::mat4(), glm::radians(Cube.transform.Rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)) *
glm::rotate(glm::mat4(), glm::radians(Cube.transform.Rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)) *
glm::rotate(glm::mat4(), glm::radians(Cube.transform.Rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
glm::mat4 model = tran * rot * scale;
glm::mat4 projection = glm::perspective(glm::radians(cam.Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
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GameWindow.Poll();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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shader.Use();
shader.setUniformMat4("P", projection);
shader.setUniformMat4("M", model);
shader.setUniformMat4("V", cam.GetViewMatrix());
Cube.Draw();
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ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
ImGui::Begin("Transform");
ImGui::Text("Cube");
ImGui::InputFloat3("Position:", (float*)&Cube.transform.Position);
ImGui::InputFloat3("Rotation:", (float*)&Cube.transform.Rotation);
ImGui::InputFloat3("Scale:", (float*)&Cube.transform.Scale);
ImGui::End();
ImGui::Begin("Camera");
ImGui::SliderFloat("Zoom:", &cam.Zoom, 10, 190);
ImGui::End();
ImGui::Begin("Scripting!!");
ImGui::InputTextMultiline("Lua Script", lua_code, 255);
runCode = ImGui::Button("Run");
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ImGui::End();
ImGui::ShowDemoWindow();
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ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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GameWindow.SwapBuffers();
}
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// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
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Cube.VAO.Delete();
Cube.elementBuffer.Delete();
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}
*/