More config and testing adding models
Seperated Sanbox premake config from the main premake file.
This commit is contained in:
parent
db6def3bc9
commit
3974889f7e
@ -59,6 +59,9 @@ Shader::Shader(const std::string vertexShaderPath, const std::string fragmentSha
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}
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char* Shader::readFile (const char* filePath){
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spdlog::info("Opening {} ", filePath);
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std::ifstream file ;
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file.open(filePath);
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@ -1,9 +1,9 @@
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#pragma once
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#include "imgui.h"
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#include <BarinkEngine.h>
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void CameraTool(Camera* camera);
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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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#pragma once
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#include "imgui.h"
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#include <BarinkEngine.h>
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void CameraTool(Camera* camera);
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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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@ -1,12 +1,12 @@
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# Blender 3.1.2 MTL File: 'None'
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# www.blender.org
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newmtl Material
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Ns 360.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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# Blender 3.1.2 MTL File: 'None'
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# www.blender.org
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newmtl Material
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Ns 360.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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@ -1,40 +1,40 @@
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# Blender 3.1.2
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# www.blender.org
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mtllib Cube.mtl
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o Cube
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v 1.000000 1.000000 -1.000000
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v 1.000000 -1.000000 -1.000000
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v 1.000000 1.000000 1.000000
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v 1.000000 -1.000000 1.000000
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v -1.000000 1.000000 -1.000000
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v -1.000000 -1.000000 -1.000000
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v -1.000000 1.000000 1.000000
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v -1.000000 -1.000000 1.000000
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vn -0.0000 1.0000 -0.0000
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vn -0.0000 -0.0000 1.0000
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vn -1.0000 -0.0000 -0.0000
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vn -0.0000 -1.0000 -0.0000
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vn 1.0000 -0.0000 -0.0000
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vn -0.0000 -0.0000 -1.0000
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vt 0.625000 0.500000
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vt 0.375000 0.500000
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vt 0.625000 0.750000
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vt 0.375000 0.750000
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vt 0.875000 0.500000
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vt 0.625000 0.250000
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vt 0.125000 0.500000
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vt 0.375000 0.250000
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vt 0.875000 0.750000
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vt 0.625000 1.000000
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vt 0.625000 0.000000
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vt 0.375000 1.000000
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vt 0.375000 0.000000
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vt 0.125000 0.750000
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s 0
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usemtl Material
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f 1/1/1 5/5/1 7/9/1 3/3/1
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f 4/4/2 3/3/2 7/10/2 8/12/2
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f 8/13/3 7/11/3 5/6/3 6/8/3
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f 6/7/4 2/2/4 4/4/4 8/14/4
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f 2/2/5 1/1/5 3/3/5 4/4/5
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f 6/8/6 5/6/6 1/1/6 2/2/6
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# Blender 3.1.2
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# www.blender.org
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mtllib Cube.mtl
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o Cube
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v 1.000000 1.000000 -1.000000
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v 1.000000 -1.000000 -1.000000
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v 1.000000 1.000000 1.000000
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v 1.000000 -1.000000 1.000000
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v -1.000000 1.000000 -1.000000
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v -1.000000 -1.000000 -1.000000
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v -1.000000 1.000000 1.000000
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v -1.000000 -1.000000 1.000000
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vn -0.0000 1.0000 -0.0000
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vn -0.0000 -0.0000 1.0000
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vn -1.0000 -0.0000 -0.0000
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vn -0.0000 -1.0000 -0.0000
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vn 1.0000 -0.0000 -0.0000
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vn -0.0000 -0.0000 -1.0000
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vt 0.625000 0.500000
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vt 0.375000 0.500000
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vt 0.625000 0.750000
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vt 0.375000 0.750000
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vt 0.875000 0.500000
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vt 0.625000 0.250000
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vt 0.125000 0.500000
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vt 0.375000 0.250000
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vt 0.875000 0.750000
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vt 0.625000 1.000000
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vt 0.625000 0.000000
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vt 0.375000 1.000000
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vt 0.375000 0.000000
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vt 0.125000 0.750000
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s 0
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usemtl Material
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f 1/1/1 5/5/1 7/9/1 3/3/1
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f 4/4/2 3/3/2 7/10/2 8/12/2
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f 8/13/3 7/11/3 5/6/3 6/8/3
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f 6/7/4 2/2/4 4/4/4 8/14/4
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f 2/2/5 1/1/5 3/3/5 4/4/5
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f 6/8/6 5/6/6 1/1/6 2/2/6
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File diff suppressed because it is too large
Load Diff
40
SandboxApplication/premake5.lua
Normal file
40
SandboxApplication/premake5.lua
Normal file
@ -0,0 +1,40 @@
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project "SandboxApplication"
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kind "ConsoleApp"
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buildmessage "Building Sandbox ..."
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links{
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"BarinkEngine"
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}
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includedirs{
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"./../BarinkEngine/Include",
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-- I'd prefer if didn't need these..
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-- We'll figure that out some time later
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"./../libs/lua/include",
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"./../libs/spdlog/include",
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"./../libs/glm",
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"./../libs/GorillaAudio/include",
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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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"./include"
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}
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libdirs {
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'./../build/BarinkEngine/Debug'
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}
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files {
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"./include/*.h",
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"./src/*.cpp"
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}
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@ -1,71 +1,71 @@
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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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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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ImGui::Indent();
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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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ImGui::End();
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}
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void CameraTool(Camera* cam) {
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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::InputFloat3("Rotation:", &cam->Rotation[0]);
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ImGui::End();
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}
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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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bool runCode = ImGui::Button("Run");
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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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ImGui::InputFloat3("Position:", (float*)&transform.Position[0]);
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ImGui::InputFloat3("Rotation:", (float*)&transform.Rotation[0]);
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ImGui::InputFloat3("Scale:", (float*)&transform.Scale[0]);
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ImGui::End();
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}
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void materialWindow(Material& material, std::string PanelName) {
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ImGui::Begin(PanelName.c_str());
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ImGui::ColorPicker3("Color:", &material.Color[0]);
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ImGui::End();
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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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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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ImGui::Indent();
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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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ImGui::End();
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}
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void CameraTool(Camera* cam) {
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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::InputFloat3("Rotation:", &cam->Rotation[0]);
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ImGui::End();
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}
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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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bool runCode = ImGui::Button("Run");
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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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ImGui::InputFloat3("Position:", (float*)&transform.Position[0]);
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ImGui::InputFloat3("Rotation:", (float*)&transform.Rotation[0]);
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ImGui::InputFloat3("Scale:", (float*)&transform.Scale[0]);
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ImGui::End();
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}
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void materialWindow(Material& material, std::string PanelName) {
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ImGui::Begin(PanelName.c_str());
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ImGui::ColorPicker3("Color:", &material.Color[0]);
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ImGui::End();
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}
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@ -1,119 +1,119 @@
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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 "imgui.h"
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#include "GUI.h"
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#include "Util.h"
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/*
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* Define globals
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*/
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Camera* cam;
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Shader* shader;
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char* code = new char[254];
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const std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs";
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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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Scene* Level1;
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// BarinkEngine::SceneObject* cube;
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/*
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* Runs once at startup
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* - USe to initialize the game/sandbox/demo
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*/
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void Start() {
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// Build a basic test scene
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// NOTE: This will later be done through an editor
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// Create a level and load it as the current level
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std::string levelName("Test Level");
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Level1 = SceneManager::CreateScene(levelName);
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SceneManager::LoadScene(*Level1);
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// Create a cube node
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// Load a model
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//cube = MI->Import("build/SandboxApplication/Debug/Models/Cube.obj");
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//Level1->GetRoot().addChild(*cube);
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std::string groupName("Nested-Group");
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auto testGroup = new Group(groupName);
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Level1->GetRoot().addChild( *testGroup);
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std::string group2Name("Nested-Group2");
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auto testGroup2 = new Group(group2Name);
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Level1->GetRoot().addChild(*testGroup2);
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// Walk scene graph
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PrintSceneTree(Level1->GetRoot(),0);
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shader = new Shader(vertexShaderSource, fragmentShaderSource);
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cam = new Camera(glm::vec3(0.0f, 1.5f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
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memset(code, '\0', 254);
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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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// Show internal BarinkEngine stats
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ShowStats();
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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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}
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/*
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* Runs every frame
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* - Meant for game logic ( non-physics related)
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*/
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void Update()
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{
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/*
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* NOTE: this needs to move to the renderer
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* Render code should not appear in the sandbox file
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*/
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//glm::mat4 projection = glm::perspective(glm::radians(cam->Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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shader->Use();
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//shader->setUniformMat4("P", projection);
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//shader->setUniformMat4("M", CalculateModelMat(cube->transform));
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shader->setUniformMat4("V", cam->GetViewMatrix());
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//cube->renderable->material->Apply();
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//Cube->Draw();
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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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delete MI;
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delete shader;
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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 "imgui.h"
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#include "GUI.h"
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#include "Util.h"
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/*
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* Define globals
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*/
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Camera* cam;
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Shader* shader;
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char* code = new char[254];
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const std::string vertexShaderSource = "../build/SandboxApplication/Debug/test.vs";
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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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Scene* Level1;
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// BarinkEngine::SceneObject* cube;
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/*
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* Runs once at startup
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* - USe to initialize the game/sandbox/demo
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*/
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void Start() {
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// Build a basic test scene
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// NOTE: This will later be done through an editor
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// Create a level and load it as the current level
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std::string levelName("Test Level");
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Level1 = SceneManager::CreateScene(levelName);
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SceneManager::LoadScene(*Level1);
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// Create a cube node
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// Load a model
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auto cube = MI->Import("../build/SandboxApplication/Debug/Models/Cube.obj");
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Level1->GetRoot().addChild(*cube);
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std::string groupName("Nested-Group");
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auto testGroup = new Group(groupName);
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Level1->GetRoot().addChild( *testGroup);
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std::string group2Name("Nested-Group2");
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auto testGroup2 = new Group(group2Name);
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Level1->GetRoot().addChild(*testGroup2);
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// Walk scene graph
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PrintSceneTree(Level1->GetRoot(),0);
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shader = new Shader(vertexShaderSource, fragmentShaderSource);
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cam = new Camera(glm::vec3(0.0f, 1.5f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
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memset(code, '\0', 254);
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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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// Show internal BarinkEngine stats
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ShowStats();
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// Show different tooling for this specific sandbox
|
||||
CameraTool(cam);
|
||||
ScriptingTool(code);
|
||||
|
||||
SceneExplorer(*Level1, "Scene Explorer");
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
* Runs every frame
|
||||
* - Meant for game logic ( non-physics related)
|
||||
*/
|
||||
void Update()
|
||||
{
|
||||
/*
|
||||
* NOTE: this needs to move to the renderer
|
||||
* Render code should not appear in the sandbox file
|
||||
*/
|
||||
//glm::mat4 projection = glm::perspective(glm::radians(cam->Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
shader->Use();
|
||||
//shader->setUniformMat4("P", projection);
|
||||
//shader->setUniformMat4("M", CalculateModelMat(cube->transform));
|
||||
|
||||
shader->setUniformMat4("V", cam->GetViewMatrix());
|
||||
|
||||
//cube->renderable->material->Apply();
|
||||
|
||||
|
||||
//Cube->Draw();
|
||||
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
* Runs at the end of the program
|
||||
* - Meant for cleanup
|
||||
*/
|
||||
void Stop() {
|
||||
delete MI;
|
||||
delete shader;
|
||||
}
|
42
premake5.lua
42
premake5.lua
@ -18,46 +18,6 @@ workspace "BarinkEngine"
|
||||
defines {"NDEBUG"}
|
||||
optimize "On"
|
||||
|
||||
|
||||
project "SandboxApplication"
|
||||
kind "ConsoleApp"
|
||||
|
||||
buildmessage "Building Sandbox ..."
|
||||
|
||||
links{
|
||||
"BarinkEngine"
|
||||
}
|
||||
|
||||
includedirs{
|
||||
"./BarinkEngine/Include",
|
||||
|
||||
|
||||
-- I'd prefer if didn't need these..
|
||||
-- We'll figure that out some time later
|
||||
"./libs/lua/include",
|
||||
"./libs/spdlog/include",
|
||||
"./libs/glm",
|
||||
"./libs/GorillaAudio/include",
|
||||
|
||||
"./libs/assimp/include",
|
||||
"./libs/glad/include",
|
||||
"./libs/glfw/include",
|
||||
"./libs/tinygltf",
|
||||
"./libs/glew/include",
|
||||
"./libs/glm",
|
||||
"./libs/ImGui",
|
||||
|
||||
|
||||
}
|
||||
|
||||
libdirs {
|
||||
'./build/BarinkEngine/Debug'
|
||||
}
|
||||
|
||||
files {
|
||||
"./SandboxApplication/*.h",
|
||||
"./SandboxApplication/*.cpp"
|
||||
}
|
||||
|
||||
include("./SandboxApplication")
|
||||
|
||||
include("./BarinkEngine")
|
||||
|
Loading…
Reference in New Issue
Block a user