More config and testing adding models

Seperated Sanbox premake config from the main premake file.
This commit is contained in:
Nigel Barink 2022-08-15 21:35:22 +02:00
parent db6def3bc9
commit 3974889f7e
12 changed files with 8865 additions and 8862 deletions

View File

@ -59,6 +59,9 @@ Shader::Shader(const std::string vertexShaderPath, const std::string fragmentSha
} }
char* Shader::readFile (const char* filePath){ char* Shader::readFile (const char* filePath){
spdlog::info("Opening {} ", filePath);
std::ifstream file ; std::ifstream file ;
file.open(filePath); file.open(filePath);

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@ -0,0 +1,40 @@
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",
"./include"
}
libdirs {
'./../build/BarinkEngine/Debug'
}
files {
"./include/*.h",
"./src/*.cpp"
}

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@ -15,8 +15,8 @@ Shader* shader;
char* code = new char[254]; char* code = new char[254];
const std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs"; const std::string vertexShaderSource = "../build/SandboxApplication/Debug/test.vs";
const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs"; const std::string fragmentShaderSource = "../build/SandboxApplication/Debug/test.fs";
BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter(); BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
@ -38,9 +38,8 @@ void Start() {
// Create a cube node // Create a cube node
// Load a model // Load a model
//cube = MI->Import("build/SandboxApplication/Debug/Models/Cube.obj"); auto cube = MI->Import("../build/SandboxApplication/Debug/Models/Cube.obj");
Level1->GetRoot().addChild(*cube);
//Level1->GetRoot().addChild(*cube);
std::string groupName("Nested-Group"); std::string groupName("Nested-Group");
auto testGroup = new Group(groupName); auto testGroup = new Group(groupName);
@ -79,6 +78,7 @@ void ImmediateGraphicsDraw() {
ScriptingTool(code); ScriptingTool(code);
SceneExplorer(*Level1, "Scene Explorer"); SceneExplorer(*Level1, "Scene Explorer");
} }
/* /*

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@ -18,46 +18,6 @@ workspace "BarinkEngine"
defines {"NDEBUG"} defines {"NDEBUG"}
optimize "On" optimize "On"
include("./SandboxApplication")
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("./BarinkEngine") include("./BarinkEngine")