Sandbox App is no longer an editor, Editor setup has moved to the editor project
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@ -35,28 +35,7 @@ void GUIManager::Render()
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ImGui::NewFrame();
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ImGui::DockSpaceOverViewport(ImGui::GetMainViewport());
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ImGui::Begin("##App");
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// Show a menu bar
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ImGui::BeginMainMenuBar();
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if (ImGui::BeginMenu("Application")) {
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if (ImGui::MenuItem("Exit")) {
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// TODO: Exit application
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}
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ImGui::EndMenu();
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}
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ImGui::EndMainMenuBar();
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ImmediateGraphicsDraw();
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ImGui::End();
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@ -22,6 +22,49 @@ BarinkEngine::Renderer::~Renderer()
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// glDeleteBuffers(1, &UV_id);
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}
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void BarinkEngine::Renderer::Render()
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{
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Angle += 0.0001f;
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for (auto model : models) {
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// Push matrices etc ....
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model->vertexarray.Bind();
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model->elementBuffer.Bind(true);
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if (model->material == nullptr) {
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std::cout << "No material attached!" << std::endl;
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// continue; //NOTE: Or use some default Material
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}
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else {
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model->material->shader.Use();
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model->material->Apply();
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model->material->shader.setUniformVec3("Color", model->material->Color);
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model->material->shader.setUniformMat4("M", glm::rotate(glm::mat4(), Angle, glm::vec3(0.5f, 0.5f, 0.0f)));
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model->material->shader.setUniformMat4("V", cam.GetViewMatrix());
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model->material->shader.setUniformMat4("P", projection);
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// Update perf counters
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ES.verts = model->mesh->vertices.size();
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ES.DC++;
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glDrawElements(GL_TRIANGLES,
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static_cast<unsigned int>(model->mesh->elements.size()),
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GL_UNSIGNED_INT,
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NULL
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);
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}
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model->vertexarray.Unbind();
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}
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}
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void BarinkEngine::Renderer::Render(Framebuffer& framebuffer)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.GetId());
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@ -19,6 +19,8 @@ namespace BarinkEngine {
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Renderer();
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~Renderer();
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void Render();
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void Render(Framebuffer& framebuffer);
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void Submit(Renderable* model);
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