Reorganising the game engine structure. Getting things ready for real development of the engine
This commit is contained in:
parent
4625ca657b
commit
3446bc2399
34
BarinkEngine/BarinkEngine.cpp
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34
BarinkEngine/BarinkEngine.cpp
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@ -0,0 +1,34 @@
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#include "Include/BarinkEngine.h"
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extern void Start(int argc, char* argv[]);
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extern void UpdateApplication();
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using namespace BarinkEngine;
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bool ShouldQuit = false;
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int main(int argc, char* argv[]) {
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// Start Engine
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Engine::Startup();
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Start(argc, argv);
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while (!ShouldQuit) {
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//InputManager::PollEvents();
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UpdateApplication();
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}
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// Kill Engine
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Engine::Shutdown();
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return 0;
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}
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10
BarinkEngine/Engine.cpp
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10
BarinkEngine/Engine.cpp
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@ -0,0 +1,10 @@
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#include "include/BarinkEngine.h"
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namespace BarinkEngine {
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void Engine::Startup() {
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std::cout << "Starting Engine! vroom vroom!" << std::endl;
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}
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void Engine::Shutdown() {
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std::cout << "ShutDown Engine!" << std::endl;
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}
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};
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28
BarinkEngine/Include/BarinkEngine.h
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28
BarinkEngine/Include/BarinkEngine.h
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@ -0,0 +1,28 @@
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#pragma once
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#include <iostream>
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#include <string>
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#include <filesystem>
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#include "Engine.h"
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#include <spdlog/spdlog.h>
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/*
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#include "../MemoryManager.h"
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#include <glm/glm.hpp>
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#include <MyGraphicsEngine/Shader.h>
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#include <MyGraphicsEngine/Window.h>
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#include <MyGraphicsEngine/Camera.h>
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#include <MyGraphicsEngine/Renderable.h>
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extern "C"
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{
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#include "lauxlib.h"
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#include "lua.h"
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#include "lualib.h"
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}
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*/
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10
BarinkEngine/Include/Engine.h
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10
BarinkEngine/Include/Engine.h
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@ -0,0 +1,10 @@
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#pragma once
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namespace BarinkEngine {
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static class Engine {
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public:
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static void Startup();
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static void Shutdown();
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};
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};
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34
BarinkEngine/premake5.lua
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34
BarinkEngine/premake5.lua
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@ -0,0 +1,34 @@
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project "BarinkEngine"
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kind "StaticLib"
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buildmessage "Building BarinkEngine"
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includedirs{
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"./../libs/lua/include",
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"./libs/spdlog/include",
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"./../libs/glm",
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"./../MyGraphicsEngine/include",
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"./../libs/GorillaAudio/include"
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}
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libdirs {
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"./../libs/lua",
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"./../libs/spdlog/build/Release"
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}
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links {
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"lua54",
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"spdlog",
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"MyGraphicsEngine"
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}
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files {
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"./*.cpp",
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"./*.h",
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"./**/*.cpp",
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"./**/*.h"
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}
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17
MemoryManager.h
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17
MemoryManager.h
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#pragma once
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#include <iostream>
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#include <stdlib.h>
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static int HeapAllocations = 0;
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static int HeapDeallocations = 0;
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void* operator new(std::size_t sz) {
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HeapAllocations++;
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return std::malloc(sz);
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}
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void operator delete(void* ptr) noexcept {
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HeapDeallocations++;
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std::free(ptr);
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}
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@ -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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#include "Renderable.h"
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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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#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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#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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#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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#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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#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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#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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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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@ -1,24 +0,0 @@
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#pragma once
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#include <vector>
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#include <spdlog/spdlog.h>
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#include <MyGraphicsEngine/Mesh.h>
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#include <MyGraphicsEngine/Transform.h>
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#include <include/AssetManager/ModelImporter.h>
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#include <include/MyGraphicsEngine/Buffer.h>
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#include <include/MyGraphicsEngine/VertexArray.h>
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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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@ -1,30 +1,18 @@
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#include <string>
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#include <BarinkEngine.h>
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#include <MyGraphicsEngine/Shader.h>
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#include <MyGraphicsEngine/Window.h>
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#include <MyGraphicsEngine/Camera.h>
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void Start(int argc, char* argv[]) {
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#include <glm/glm.hpp>
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std::cout << "Hello start!" << std::endl;
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std::cout << "h" << std::endl;
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// BarinkWindow GameWindow(800, 600);
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#include "imgui.h"
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#include "backends/imgui_impl_glfw.h"
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#include "backends/imgui_impl_opengl3.h"
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#include "Renderable.h"
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#include <filesystem>
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}
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extern "C"
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{
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#include "lauxlib.h"
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#include "lua.h"
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#include "lualib.h"
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void UpdateApplication()
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{
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}
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/*
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#include <gorilla/gau.h>
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#include <gorilla/ga.h>
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*/
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int main(int argc, char* argv[]) {
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@ -34,8 +22,6 @@ int main(int argc, char* argv[]) {
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spdlog::info("Working directory: {}", cwd);
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BarinkWindow GameWindow(800, 600);
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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@ -61,21 +47,6 @@ int main(int argc, char* argv[]) {
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luaL_dofile(L,"build/SandboxApplication/Debug/script.lua");
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/*
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* gau_Manager* mgr;
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ga_Mixer* mixer;
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ga_Sound sound;
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ga_Handle handle;
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gau_SampleSourceLoop* loopSrc = 0;
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gau_SampleSourceLoop** pLoopSrc = &loopSrc;
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gc_int32 loop = 0;
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gc_int32 quit = 0;
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||||
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gc_initialize(0);
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mgr = gau_manager_create();
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mixer = gau_manager_mixer(mgr);
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*/
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char* lua_code = new char[255];
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memset(lua_code, '\0', 255);
|
||||
@ -162,3 +133,4 @@ int main(int argc, char* argv[]) {
|
||||
|
||||
}
|
||||
|
||||
*/
|
115
premake5.lua
115
premake5.lua
@ -1,99 +1,14 @@
|
||||
workspace "BarinkEngine"
|
||||
configurations { "Debug", "Test", "Release" }
|
||||
|
||||
language "C++"
|
||||
cppdialect "C++17"
|
||||
|
||||
targetdir "./build/%{prj.name}/%{cfg.buildcfg}"
|
||||
objdir "./intermediates/%{prj.name}/%{cfg.buildcfg}"
|
||||
|
||||
architecture "x86_64"
|
||||
|
||||
project "SandboxApplication"
|
||||
kind "ConsoleApp"
|
||||
|
||||
buildmessage "Building BarinkEngineSandbox ..."
|
||||
|
||||
includedirs {
|
||||
"./libs/assimp/include",
|
||||
"./libs/glad/include",
|
||||
"./MyGraphicsEngine",
|
||||
"./MyGraphicsEngine/include",
|
||||
"./libs/spdlog/include",
|
||||
"./libs/glm",
|
||||
"./libs/GorillaAudio/include",
|
||||
"./libs/lua/include",
|
||||
"./libs/glfw/include",
|
||||
"./libs/ImGui",
|
||||
"./libs/lua/include"
|
||||
|
||||
}
|
||||
|
||||
libdirs{
|
||||
"./libs/spdlog/build/Release",
|
||||
"./libs/glfw/build/src/Debug",
|
||||
"./libs/lua",
|
||||
"./libs/ImGui"
|
||||
}
|
||||
|
||||
links{
|
||||
"lua54",
|
||||
"spdlog",
|
||||
"glfw3",
|
||||
"MyGraphicsEngine"
|
||||
}
|
||||
|
||||
files {
|
||||
"./libs/ImGui/*.cpp",
|
||||
"./libs/ImGui/backends/imgui_impl_glfw.cpp",
|
||||
"./libs/ImGui/backends/imgui_impl_Opengl3.cpp",
|
||||
"SandboxApplication/*.cpp"
|
||||
}
|
||||
|
||||
defines {"DEBUG"}
|
||||
|
||||
symbols "On"
|
||||
|
||||
-- NOTE: make these copy instructions more flexible
|
||||
ok, err = os.copyfile("MyGraphicsEngine/shaders/fragment.shader", "build/SandboxApplication/Debug/test.fs")
|
||||
if err then error("Copy fragment shader source failed!") end
|
||||
|
||||
ok, err = os.copyfile("MyGraphicsEngine/shaders/vertex.shader", "build/SandboxApplication/Debug/test.vs")
|
||||
if err then error("Copy vertex shader source failed!") end
|
||||
|
||||
|
||||
project "MyGraphicsEngine"
|
||||
kind "StaticLib"
|
||||
|
||||
buildmessage "Building MyGraphicsEngine ..."
|
||||
|
||||
includedirs {
|
||||
"./libs/assimp/include",
|
||||
"./libs/glad/include",
|
||||
"./libs/glfw/include",
|
||||
"./libs/tinygltf",
|
||||
"./libs/glew/include",
|
||||
"./libs/spdlog/include",
|
||||
"./libs/glm",
|
||||
"./MyGraphicsEngine/include"
|
||||
}
|
||||
|
||||
|
||||
libdirs{
|
||||
"./libs/spdlog/build/Release",
|
||||
"./libs/assimp/lib/Debug",
|
||||
"./libs/glfw/build/src/Debug"
|
||||
}
|
||||
|
||||
links {
|
||||
"spdlog",
|
||||
"assimp-vc143-mtd",
|
||||
"glfw3"
|
||||
}
|
||||
|
||||
files {
|
||||
"./libs/glad/src/glad.c",
|
||||
"./MyGraphicsEngine/**/*.*" ,
|
||||
"./MyGraphicsEngine/*.*"
|
||||
|
||||
}
|
||||
|
||||
filter "configurations:Debug"
|
||||
defines {"DEBUG"}
|
||||
@ -102,3 +17,27 @@ workspace "BarinkEngine"
|
||||
filter "configurations:Release"
|
||||
defines {"NDEBUG"}
|
||||
optimize "On"
|
||||
|
||||
|
||||
project "SandboxApplication"
|
||||
kind "ConsoleApp"
|
||||
|
||||
buildmessage "Building Sandbox ..."
|
||||
|
||||
links{
|
||||
"BarinkEngine"
|
||||
}
|
||||
|
||||
includedirs{
|
||||
"./BarinkEngine/include"
|
||||
}
|
||||
|
||||
files {
|
||||
"./SandboxApplication/*.h",
|
||||
"./SandboxApplication/*.cpp"
|
||||
}
|
||||
|
||||
|
||||
include("./BarinkEngine")
|
||||
|
||||
include("./MyGraphicsEngine")
|
Loading…
Reference in New Issue
Block a user