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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d019155d10
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@ -2,9 +2,11 @@
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#include "glm/glm.hpp"
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#include "graphics/Shader.h"
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#include "graphics/Window.h"
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#include "graphics/Texture.h"
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#include "graphics/Camera.h"
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#include "graphics/Renderable.h"
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#include "Graphics/Material.h"
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#include "spdlog/spdlog.h"
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#include "Input/InputManager.h"
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@ -4,10 +4,17 @@
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namespace BarinkEngine{
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struct Vertex {
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glm::vec3 vertices;
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glm::vec2 uv;
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};
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class Mesh {
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public:
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std::vector<glm::vec3> vertices;
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std::vector<Vertex> vertices;
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std::vector<unsigned int > elements;
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std::vector<glm::vec2> uv;
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};
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}
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@ -3,6 +3,7 @@
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#include "Mesh.h"
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#include "Buffer.h"
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#include "Material.h"
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#include "Texture.h"
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#include "VertexArray.h"
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#include "Scene.h"
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@ -14,10 +15,13 @@ public:
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*/
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Buffer vertexBuffer;
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Buffer elementBuffer;
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//Buffer uv;
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VertexArray VAO;
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GLuint UV_id;
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Material* material;
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Texture* texture;
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Shader* shader;
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@ -10,7 +10,7 @@
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class Shader {
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private:
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int id;
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char* readFile (const char* filePath);
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public:
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Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath);
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@ -22,5 +22,6 @@ class Shader {
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void setUniformFloat(std::string uniformName, float value)const;
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void setUniformInt(std::string uniformName, int value) const ;
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int id;
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};
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18
BarinkEngine/Include/Graphics/Texture.h
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18
BarinkEngine/Include/Graphics/Texture.h
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@ -0,0 +1,18 @@
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#pragma once
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#include <spdlog/spdlog.h>
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#include <string>
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class Texture {
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public:
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Texture(const std::string texturePath);
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void Bind();
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void Unbind();
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private:
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unsigned int Id;
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};
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8007
BarinkEngine/Include/Graphics/stb_image.h
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8007
BarinkEngine/Include/Graphics/stb_image.h
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File diff suppressed because it is too large
Load Diff
@ -82,16 +82,31 @@ std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const a
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}
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BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene) {
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std::vector<glm::vec3> vertices ;
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std::vector<unsigned int> indices;
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std::vector<BarinkEngine::Vertex> vertices;
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// Process vertices
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for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
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BarinkEngine::Vertex v{};
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glm::vec3 vector;
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vector.x = mesh->mVertices[i].x;
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vector.y = mesh->mVertices[i].y;
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vector.z = mesh->mVertices[i].z;
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vertices.push_back(vector);
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v.vertices = vector;
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if (mesh->mTextureCoords[0]) {
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glm::vec2 texCoord;
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texCoord.x = mesh->mTextureCoords[0][i].x;
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texCoord.y = mesh->mTextureCoords[0][i].y;
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v.uv = texCoord;
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}
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vertices.push_back(v);
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}
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// Process Indices
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@ -104,12 +119,15 @@ BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene
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}
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}
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BarinkEngine::Mesh result;
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result.vertices = vertices;
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result.elements = indices;
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return result;
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}
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@ -10,13 +10,11 @@ Renderable* Renderable::Load()
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Renderable::Renderable()
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{
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meshes = ModelImporter::Test();
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transform.Scale = glm::vec3(1.0f);
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transform.Rotation = glm::vec3(0.0f, 90.0f, 0.0f);
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transform.Position = glm::vec3(0.0f, 0.0f, -10.0f);
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transform.Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
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transform.Position = glm::vec3(0.0f, 0.0f, 0.0f);
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VAO.Create();
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VAO.Bind();
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@ -24,29 +22,38 @@ Renderable::Renderable()
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vertexBuffer.createBuffer();
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vertexBuffer.Bind(false);
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vertexBuffer.setBufferData(&meshes[0].vertices[0], meshes[0].vertices.size() * sizeof(glm::vec3), false);
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vertexBuffer.setBufferData(&meshes[0].vertices[0], meshes[0].vertices.size() * sizeof(BarinkEngine::Vertex), false);
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elementBuffer.createBuffer();
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elementBuffer.Bind(true);
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elementBuffer.setBufferData(&meshes[0].elements[0], meshes[0].elements.size() * sizeof(unsigned int), true);
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VAO.AttachAttribute(0, 3, 0);
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VAO.AttachAttribute(0, 3, sizeof(BarinkEngine::Vertex));
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vertexBuffer.Unbind(false);
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VAO.Unbind();
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex),(void*) offsetof(BarinkEngine::Vertex, vertices));
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glEnableVertexAttribArray(1);
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vertexBuffer.Unbind(false);
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VAO.Unbind();
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}
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Renderable::~Renderable()
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{
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glDeleteBuffers(1, &UV_id);
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}
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void Renderable::Draw()
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{
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VAO.Bind();
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elementBuffer.Bind(true);
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(glGetUniformLocation(shader->id, "Texture"), GL_TEXTURE0);
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texture->Bind();
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ES->verts = meshes[0].vertices.size();
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ES->DC++;
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glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(meshes[0].elements.size()), GL_UNSIGNED_INT, NULL);
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40
BarinkEngine/graphics/Texture.cpp
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40
BarinkEngine/graphics/Texture.cpp
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@ -0,0 +1,40 @@
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#include "../Include/Graphics/Texture.h"
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#define STB_IMAGE_IMPLEMENTATION
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#include "Graphics/stb_image.h"
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#include <iostream>
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Texture::Texture(const std::string texturePath) {
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int width, height, channels;
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unsigned char* data = stbi_load(texturePath.c_str(), &width, &height, &channels, 0);
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std::cout << channels << std::endl;
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if (data) {
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glGenTextures(1, &Id);
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glBindTexture(GL_TEXTURE_2D, Id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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else {
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spdlog::error("Failed to load image (%s)", texturePath );
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}
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stbi_image_free(data);
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}
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void Texture::Bind() {
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glBindTexture(GL_TEXTURE_2D, Id);
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}
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void Texture::Unbind() {
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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@ -2,8 +2,13 @@
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out vec4 FragColor;
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uniform vec3 MatColour;
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uniform vec3 Color;
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in vec2 TexCoord;
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uniform sampler2D Texture;
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void main(){
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FragColor = vec4(MatColour, 1.0f);
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FragColor = mix ( texture(Texture, TexCoord), vec4(Color, 1.0f));
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}
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@ -1,10 +1,15 @@
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#version 440 core
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in layout(location=0) vec3 aPos;
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in layout(location=1) vec2 uv;
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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out vec2 TexCoord;
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void main() {
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TexCoord = uv;
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gl_Position = P * V * M * vec4(aPos.x, aPos.y, aPos.z, 1.0);
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}
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@ -16,7 +16,7 @@ project "BarinkEngine"
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"../libs/assimp/include",
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"../libs/glad/include",
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"../libs/glfw/include",
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"../libs/tinygltf",
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-- "../libs/tinygltf",
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"../libs/glew/include",
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"../libs/glm",
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"../libs/ImGui",
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@ -33,3 +33,9 @@ void transformWindow(Transform& transform, std::string PanelName) {
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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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@ -5,3 +5,4 @@
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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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