Reorganising the game engine structure. Getting things ready for real development of the engine
This commit is contained in:
@ -1,4 +1,4 @@
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#include <MyGraphicsEngine/Buffer.h>
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#include "include/MyGraphicsEngine/Buffer.h"
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int Buffer::getBufferID() {
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@ -1,4 +1,4 @@
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#include <MyGraphicsEngine/Camera.h>
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#include "include/MyGraphicsEngine/Camera.h"
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Camera::Camera(glm::vec3 position, glm::vec3 rotation, float zoom)
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: Position(position), Rotation(rotation), Zoom(zoom) {
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@ -3,27 +3,27 @@
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void ModelImporter::ImportFBX(std::string path)
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{
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spdlog::warn("ImportFBX not implemented!");
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//spdlog::warn("ImportFBX not implemented!");
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}
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void ModelImporter::ImportBlend(std::string path)
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{
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spdlog::warn("ImportBlend not implemented!");
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//spdlog::warn("ImportBlend not implemented!");
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}
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void ModelImporter::ImportGLTF(std::string path)
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{
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spdlog::warn("ImportGLTF not implemented!");
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//spdlog::warn("ImportGLTF not implemented!");
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}
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void ModelImporter::ImportOBJ(std::string path)
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{
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spdlog::warn("ImportOBJ not implemented!");
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//spdlog::warn("ImportOBJ not implemented!");
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}
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void ModelImporter::Import(std::string path)
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{
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spdlog::warn("Import not implemented!");
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//spdlog::warn("Import not implemented!");
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}
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std::vector<BarinkEngine::Mesh> ModelImporter::Test() {
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@ -51,7 +51,7 @@ std::vector<BarinkEngine::Mesh> ModelImporter::Test() {
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*/
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spdlog::info("======= Assimp ======");
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//spdlog::info("======= Assimp ======");
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile("build/SandboxApplication/Debug/Cube.obj", aiProcess_Triangulate | aiProcess_FlipUVs);
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@ -94,7 +94,7 @@ BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene
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vertices.push_back(vector);
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}
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spdlog::info("{} == {}", mesh->mNumVertices, vertices.size());
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//spdlog::info("{} == {}", mesh->mNumVertices, vertices.size());
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// Process Indices
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for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
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51
MyGraphicsEngine/Renderable.cpp
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51
MyGraphicsEngine/Renderable.cpp
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@ -0,0 +1,51 @@
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#include "include/MyGraphicsEngine/Renderable.h"
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#include "include/AssetManager/ModelImporter.h"
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Renderable Renderable::Load()
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{
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return Renderable();
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}
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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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VAO.Create();
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VAO.Bind();
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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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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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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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}
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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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glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(meshes[0].elements.size()), GL_UNSIGNED_INT, NULL);
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VAO.Unbind();
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}
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@ -1,4 +1,4 @@
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#include "MyGraphicsEngine/Shader.h"
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#include "include/MyGraphicsEngine/Shader.h"
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Shader::Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath)
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{
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@ -6,7 +6,7 @@ Shader::Shader(const std::string vertexShaderPath, const std::string fragmentSha
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int succes;
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char* vertexCode = readFile(vertexShaderPath.c_str());
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spdlog::info(vertexCode);
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//spdlog::info(vertexCode);
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unsigned int vertId = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertId, 1, &vertexCode, NULL);
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@ -15,13 +15,13 @@ Shader::Shader(const std::string vertexShaderPath, const std::string fragmentSha
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glGetShaderiv(vertId, GL_COMPILE_STATUS, &succes);
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if(!succes){
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glGetShaderInfoLog(vertId, 512, NULL, infoLog);
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spdlog::error( "Vertex shader has compile error {}", infoLog);
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//spdlog::error( "Vertex shader has compile error {}", infoLog);
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return;
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}
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char* fragmentCode = readFile(fragmentShaderPath.c_str());
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spdlog::info(fragmentCode);
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//spdlog::info(fragmentCode);
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unsigned int fragId = glCreateShader(GL_FRAGMENT_SHADER);
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@ -33,7 +33,7 @@ Shader::Shader(const std::string vertexShaderPath, const std::string fragmentSha
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glGetShaderiv(fragId, GL_COMPILE_STATUS, &succes);
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if(!succes){
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glGetShaderInfoLog(fragId, 512, NULL, infoLog);
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spdlog::error("Fragment shader has compile error {}", infoLog);
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//spdlog::error("Fragment shader has compile error {}", infoLog);
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return;
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}
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@ -63,7 +63,7 @@ char* Shader::readFile (const char* filePath){
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file.open(filePath);
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if(file.is_open() == false){
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spdlog::info("File not found.");
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//spdlog::info("File not found.");
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return nullptr;
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}
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@ -74,7 +74,7 @@ char* Shader::readFile (const char* filePath){
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// Undo previous seek.
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file.seekg(0, std::ios::beg);
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spdlog::info("filesize: {}", filesize);
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//spdlog::info("filesize: {}", filesize);
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// Create a big enough buffer for the file
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@ -1,4 +1,4 @@
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#include <MyGraphicsEngine/VertexArray.h>
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#include "include/MyGraphicsEngine/VertexArray.h"
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#include <glad/glad.h>
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void VertexArray::Create(){
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@ -4,11 +4,10 @@
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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#define TINYGLTF_NO_EXTERNAL_IMAGE
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#include <MyGraphicsEngine/Mesh.h>
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#include "../MyGraphicsEngine/Mesh.h"
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <spdlog/spdlog.h>
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#include <string>
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class ModelImporter {
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@ -1,6 +1,7 @@
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#pragma once
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#include <vector>
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#include <glm/glm.hpp>
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namespace BarinkEngine{
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class Mesh {
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30
MyGraphicsEngine/include/MyGraphicsEngine/Renderable.h
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30
MyGraphicsEngine/include/MyGraphicsEngine/Renderable.h
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@ -0,0 +1,30 @@
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#pragma once
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#include <vector>
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#include "Mesh.h"
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#include "Transform.h"
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#include "Buffer.h"
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#include "VertexArray.h"
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/*
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#include <MyGraphicsEngine/AssetManager/ModelImporter.h>
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#include <MyGraphicsEngine/MyGraphicsEngine/Buffer.h>
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#include <MyGraphicsEngine/MyGraphicsEngine/VertexArray.h>
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*/
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class Renderable {
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private:
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std::vector<BarinkEngine::Mesh> meshes;
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Renderable();
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public:
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Buffer vertexBuffer;
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Buffer elementBuffer;
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VertexArray VAO;
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Transform transform;
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~Renderable();
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static Renderable Load();
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void Draw();
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};
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#pragma once
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#include <glad/glad.h>
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#include <string>
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#include <iostream>
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#include <fstream>
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#include <spdlog/spdlog.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/type_ptr.hpp>
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@ -1,9 +1,13 @@
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#pragma once
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#include <glad/glad.h>
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#define GLFW_STATIC
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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class BarinkWindow{
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private:
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GLFWwindow* window;
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49
MyGraphicsEngine/premake5.lua
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49
MyGraphicsEngine/premake5.lua
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@ -0,0 +1,49 @@
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project "MyGraphicsEngine"
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kind "StaticLib"
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buildmessage "Building MyGraphicsEngine ..."
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includedirs {
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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/glew/include",
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"../libs/glm",
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"../libs/ImGui",
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}
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libdirs{
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"../libs/assimp/lib/Debug",
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"../libs/glfw/build/src/Debug",
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"../libs/ImGui"
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}
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links {
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"assimp-vc143-mtd",
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"glfw3",
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}
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files {
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"../libs/ImGui/*.cpp",
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"../libs/ImGui/backends/imgui_impl_glfw.cpp",
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"../libs/ImGui/backends/imgui_impl_Opengl3.cpp",
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"../libs/glad/src/glad.c",
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"./*.cpp",
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"./*.h",
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"./**/*.cpp",
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"./**/*.shader",
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"./**/*.h"
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}
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-- NOTE: make these copy instructions more flexible
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ok, err = os.copyfile("shaders/fragment.shader", "../build/SandboxApplication/Debug/test.fs")
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if err then error("Copy fragment shader source failed!") end
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ok, err = os.copyfile("shaders/vertex.shader", "../build/SandboxApplication/Debug/test.vs")
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if err then error("Copy vertex shader source failed!") end
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#include "MyGraphicsEngine/Window.h"
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#include <spdlog/spdlog.h>
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#include "include/MyGraphicsEngine/Window.h"
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#include <stdlib.h>
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#include <stdio.h>
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bool BarinkWindow::InitGLFW(){
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if(!glfwInit())
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{
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spdlog::error("Failed to initialise GLFW!");
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// spdlog::error("Failed to initialise GLFW!");
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return false;
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}
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@ -22,7 +23,7 @@ Width(width), Height(height), FullScreen(false){
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if( !window)
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{
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spdlog::error("GLFW failed to create window!");
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// spdlog::error("GLFW failed to create window!");
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glfwTerminate();
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return;
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}
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