Adding textures capabilities
* Added Texures to the two sample cubes * Modified mesh structure - mesh now contains indices and vertices - Vertices contain vertices and uv's (later on they will also contain normals) Solution definitely not perfect and needs improvement.
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@ -32,4 +32,10 @@ void transformWindow(Transform& transform, std::string PanelName) {
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ImGui::InputFloat3("Scale:", (float*)&transform.Scale[0]);
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ImGui::End();
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}
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void materialWindow(Material& material, std::string PanelName) {
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ImGui::Begin(PanelName.c_str());
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ImGui::ColorPicker3("Color:", &material.Color[0]);
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ImGui::End();
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}
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@ -1,7 +1,8 @@
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#pragma once
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#include "imgui.h"
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#include <BarinkEngine.h>
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void CameraTool(Camera* camera);
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void ScriptingTool(char* code);
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void transformWindow(Transform& transform, std::string PanelName);
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#pragma once
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#include "imgui.h"
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#include <BarinkEngine.h>
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void CameraTool(Camera* camera);
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void ScriptingTool(char* code);
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void transformWindow(Transform& transform, std::string PanelName);
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void materialWindow(Material& material, std::string PanelName);
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@ -7,11 +7,15 @@
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* Define globals
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*/
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Camera* cam;
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Renderable* Cube;
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Renderable* Cube2;
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Shader* shader;
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Renderable* Cube;
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Material* matCube;
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Texture* textureCube;
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Renderable* Cube2;
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Material* matCube2;
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char* code = new char[254];
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@ -54,6 +58,8 @@ void Start() {
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shader = new Shader(vertexShaderSource, fragmentShaderSource);
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textureCube = new Texture("build/SandboxApplication/Debug/die.jpg");
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matCube = new Material(*shader);
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matCube->Color = glm::vec3(1.0, 0.0, 0.0);
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@ -67,7 +73,17 @@ void Start() {
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Cube2 = Renderable::Load();
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Cube->addChild(*Cube2);
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cam = new Camera(glm::vec3(0.0f, 1.5f, -10.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
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Cube->shader = shader;
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Cube2->shader = shader;
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Cube->texture = textureCube;
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Cube2->texture = textureCube;
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Cube2->transform.Position = glm::vec3(-9.0f, 0.0f, 0.0f);
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Cube->transform.Position = glm::vec3(-8.0f, 0.0f, -2.0f);
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cam = new Camera(glm::vec3(0.0f, 1.5f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
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memset(code, '\0', 254);
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@ -98,6 +114,9 @@ void ImmediateGraphicsDraw() {
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transformWindow(Cube2->transform, "Transform (Cube2)");
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materialWindow(*matCube, "Material Cube");
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materialWindow(*matCube2, "Material Cube2");
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}
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