Adding docking support through ImGui , Adding multiviewport support through ImGui, Moving header file back into the src directory , started building the editor, Added framebuffer to renderer.
BUG: The framebuffer will not be displayed in the editor for some reason
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		@ -1,9 +1,11 @@
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#pragma once
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#include "imgui.h"
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#include <BarinkEngine.h>
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#include "../../BarinkEngine/src/BarinkEngine.h"
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#include "../../BarinkEngine/src/Graphics/Framebuffer.h"
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void CameraTool(Camera* camera);
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void CameraTool();
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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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void SceneExplorer(Scene& scene, std::string PanelName);
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void SceneExplorer(const std::string& PanelName);
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void SceneView(Framebuffer& framebuffer);
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@ -1,5 +1,5 @@
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#pragma once
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#include "BarinkEngine.h"
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#include "../../BarinkEngine/src/BarinkEngine.h"
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void PrintSceneTree(Node& node, int depth);
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@ -1,44 +1,51 @@
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#include "GUI.h"
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void SceneExplorer(Scene& scene, std::string PanelName) {
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    if (ImGui::Begin(PanelName.c_str())) {
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        ImGui::ListBoxHeader("##ObjectList");
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        Node& current = scene.GetRoot();
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void SceneExplorer(const std::string& PanelName) {
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    ImGui::Begin(PanelName.c_str()); 
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        //if (ImGui::ListBoxHeader("##ObjectList")) {
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            //Node& current = scene.GetRoot();
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        Node* next = ¤t;
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           //Node* next = ¤t;
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        // Show first node
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        ImGui::Selectable(next->name.c_str(), true);
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           // Show first node
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           //ImGui::Selectable(next->name.c_str(), true);
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           // ImGui::Selectable("Scene Node", true);
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            // ImGui::Indent();
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        ImGui::Indent();
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             /*
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        if (next->children.size() != 0) {
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            for (auto child : next->children)
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            {
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                std::string& name = child->name;
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                ImGui::Selectable(name.c_str(), false);
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            }
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        }
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             if (next->children.size() != 0) {
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                 for (auto child : next->children)
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                 {
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                     std::string& name = child->name;
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                     ImGui::Selectable(name.c_str(), false);
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                 }
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             }
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        ImGui::ListBoxFooter();
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             */
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    }  
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         //   ImGui::ListBoxFooter();
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        // }
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    ImGui::End();
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}  
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}
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void CameraTool(Camera* cam) {
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void CameraTool() {
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    static float Zoom = 0;
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    static glm::vec3 Position = glm::vec3(0.0f, 0.0f, 0.0f);
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    static glm::vec3 Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
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    ImGui::Begin("Camera");
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    ImGui::SliderFloat("Zoom:", &cam->Zoom, 10, 190);
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    ImGui::InputFloat3("Position:", &cam->Position[0]);
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    ImGui::SliderFloat("Zoom:", &Zoom, 10, 190);
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    ImGui::InputFloat3("Rotation:", &cam->Rotation[0]);
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    ImGui::InputFloat3("Position:", &Position[0]);
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    ImGui::InputFloat3("Rotation:", &Rotation[0]);
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    ImGui::End();
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}
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@ -46,7 +53,8 @@ void CameraTool(Camera* cam) {
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void ScriptingTool(char* code) {
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    ImGui::Begin("Scripting");
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    ImGui::InputTextMultiline("Lua Script", code, 255);
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    ImGui::Text("Lua Code");
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    ImGui::InputTextMultiline("##", code, 255);
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    bool runCode = ImGui::Button("Run");
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@ -54,6 +62,12 @@ void ScriptingTool(char* code) {
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}
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void SceneView(Framebuffer& framebuffer ) {
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    ImGui::Begin("Viewport");
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        ImGui::Image((void*)(intptr_t)framebuffer.GetColourAttachment(), ImVec2{800, 600});
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    ImGui::End();
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}
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void transformWindow(Transform& transform, std::string PanelName) {
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    ImGui::Begin(PanelName.c_str());
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@ -1,8 +1,8 @@
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#include "BarinkEngine.h"
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#include "Scene\SceneManager.h"
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#include "Scene\SceneNodeTypes.h"
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#include "AssetManager/ModelImporter.h"
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#include "../../BarinkEngine/src/BarinkEngine.h"
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#include "../../BarinkEngine/src/Scene/SceneManager.h"
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#include "../../BarinkEngine/src/Scene/SceneNodeTypes.h"
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#include "../../BarinkEngine/src/AssetManager/ModelImporter.h"
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#include "../../BarinkEngine/src/Graphics/Framebuffer.h"
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#include "imgui.h"
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#include "GUI.h"
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#include "Util.h"
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@ -18,7 +18,7 @@ const std::string vertexShaderSource = "../build/SandboxApplication/Debug/test.v
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const std::string fragmentShaderSource = "../build/SandboxApplication/Debug/test.fs";
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BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
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Framebuffer* framebuffer;
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Scene* Level1;
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BarinkEngine::SceneObject* cube;
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/*
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@ -49,34 +49,32 @@ void Start() {
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    Level1->GetRoot().addChild(*cube);
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    memset(code, '\0', 254);
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    framebuffer = new Framebuffer();
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    std::cout << "Colour attachment id; "<< framebuffer->GetColourAttachment() << std::endl;
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    // TODO: Move to runtime/ Engine 
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    // NOTE: Submits should later be done through walking the sceneTree
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    renderer.Submit(cube->renderable);
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}
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/*
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* Runs every frame
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* - Use to draw Immediate mode graphics (Not meant for HUD's )
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*/
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void ImmediateGraphicsDraw() {
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    ImGui::NewFrame();
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    // Show ImGui demo such that I can easily look
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    // at possible GUI elements to use
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   // ImGui::ShowDemoWindow();
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void ImmediateGraphicsDraw() 
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{
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    // Show internal BarinkEngine stats
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    ShowStats();
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    SceneView(*framebuffer);   
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    // Show different tooling for this specific sandbox
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   // CameraTool(cam);
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    //ScriptingTool(code);
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    //SceneExplorer(*Level1, "Scene Explorer");
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    CameraTool();
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    ScriptingTool(code);
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    SceneExplorer( "Scene Explorer");
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}
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/*
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@ -85,14 +83,20 @@ void ImmediateGraphicsDraw() {
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*/
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void Update()
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{
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   // glBindFramebuffer(GL_FRAMEBUFFER, framebuffer->GetId());
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    renderer.Render(*framebuffer);
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 //   glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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/*
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* Runs at the end of the program
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* - Meant for cleanup
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*/
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void Stop() {
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void Stop()
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{
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    delete framebuffer;
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    delete MI;
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    delete shader;
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}
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