YoggieEngine/SandboxApplication/Sandbox.cpp

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#include <MyGraphicsEngine/Shader.h>
#include <MyGraphicsEngine/Window.h>
#include <MyGraphicsEngine/Camera.h>
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#include <MyGraphicsEngine/Mesh.h>
#include <MyGraphicsEngine/Transform.h>
#include <MyGraphicsEngine/Buffer.h>
#include <string>
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#include "imgui.h"
#include "backends/imgui_impl_glfw.h"
#include "backends/imgui_impl_opengl3.h"
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/*
* extern "C"
{
#include "lauxlib.h"
#include "lua.h"
#include "lualib.h"
}
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#include <include/AssetManager/ModelImporter.h>
#include <gorilla/gau.h>
#include <gorilla/ga.h>
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*/
int main(int argc, char* argv[]) {
spdlog::info("Working directory: {}", argv[0]);
//ModelImporter::Test();
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Transform t;
t.Scale.x = 1.0f;
t.Scale.y = 1.0f;
t.Rotation.y = 90.0f;
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Mesh mesh;
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mesh.vertices = {
glm::vec3( 0.5f, 0.5f, 0.0f), // top, right
glm::vec3( 0.5f, -0.5f, 0.0f), // bottom right
glm::vec3(-0.5f, -0.5f, 0.0f), // bottom left
glm::vec3(-0.5f, 0.5f, 0.0f) // top left
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};
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mesh.elements = {
0,1,3,
1,2,3
};
Camera cam(glm::vec3(2.0f, 0.0f, 0.0f), glm::vec3(0.0f,0.0f,0.0f), 90.0f);
BarinkWindow GameWindow(800, 600);
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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");
std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs";
std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
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Shader shader (vertexShaderSource, fragmentShaderSource);
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/*
* lua_State* L = luaL_newstate();
luaL_openlibs(L);
luaL_dostring(L, "print('BarinkEngine')");
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luaL_dofile(L,"./script.lua");
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*/
spdlog::info("Vertices: {}, {} bytes", mesh.vertices.size(), sizeof(glm::vec3));
spdlog::info("Elements: {}, {} bytes", mesh.elements.size(), sizeof(GLushort));
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Buffer VertexBuffer;
Buffer ElementBuffer;
unsigned int VAO;
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
VertexBuffer.createBuffer();
VertexBuffer.Bind(false);
VertexBuffer.setBufferData(&mesh.vertices[0], mesh.vertices.size() * sizeof(glm::vec3),false);
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ElementBuffer.createBuffer();
ElementBuffer.Bind(true);
ElementBuffer.setBufferData(&mesh.elements[0], mesh.elements.size() * sizeof(GLushort), true);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
VertexBuffer.Unbind(false);
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glBindVertexArray(0);
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/*
* gau_Manager* mgr;
ga_Mixer* mixer;
ga_Sound sound;
ga_Handle handle;
gau_SampleSourceLoop* loopSrc = 0;
gau_SampleSourceLoop** pLoopSrc = &loopSrc;
gc_int32 loop = 0;
gc_int32 quit = 0;
gc_initialize(0);
mgr = gau_manager_create();
mixer = gau_manager_mixer(mgr);
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*/
while (!GameWindow.WindowShouldClose()) {
glm::mat4 tran = glm::translate(glm::mat4(), t.Position);
glm::mat4 scale = glm::scale(glm::mat4(), t.Scale);
glm::mat4 rot =
glm::rotate(glm::mat4(), glm::radians(t.Rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)) *
glm::rotate(glm::mat4(), glm::radians(t.Rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)) *
glm::rotate(glm::mat4(), glm::radians(t.Rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
glm::mat4 model = tran * rot * scale;
glm::mat4 projection = glm::perspective(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());
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glBindVertexArray(VAO);
ElementBuffer.Bind(true);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL);
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glBindVertexArray(0);
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ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
ImGui::Begin("Transform Test Tool");
ImGui::SliderFloat("Scale Y:", (float*)&t.Scale.y, 1, 4);
ImGui::SliderFloat("Scale X:", (float*)&t.Scale.x, 1, 4);
ImGui::SliderFloat("Position X:", (float*)&t.Position.z, -5, 5);
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ImGui::End();
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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glDeleteVertexArrays(1, &VAO);
ElementBuffer.Delete();
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}