Reorganising the game engine structure. Getting things ready for real development of the engine
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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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@ -1,9 +1,9 @@
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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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