Base layout for the input manager
This commit is contained in:
parent
85f9c78adf
commit
3c30bf7fb7
@ -1,5 +1,4 @@
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#include "BarinkEngine.h"
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#include "BarinkEngine.h"
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#include <phonon.h>
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EngineStatistics* ES;
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EngineStatistics* ES;
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BarinkEngine::InputManager InputSystem;
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BarinkEngine::InputManager InputSystem;
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@ -9,17 +8,33 @@ int main(int argc, char* argv[]) {
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PerfomanceSamplerInit();
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PerfomanceSamplerInit();
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// Startup services
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// Create the window
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BarinkWindow MainWindow = BarinkWindow(800, 600);
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BarinkWindow MainWindow = BarinkWindow(800, 600);
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// =================================================
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// Startup services
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// =================================================
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// Startup Renderer
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BarinkEngine::Renderer renderer = BarinkEngine::Renderer();
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BarinkEngine::Renderer renderer = BarinkEngine::Renderer();
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// Startup InputManager
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InputSystem = BarinkEngine::InputManager();
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InputSystem = BarinkEngine::InputManager();
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InputSystem.attach(&MainWindow);
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InputSystem.attach(&MainWindow);
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InputSystem.setupGLFWInput(MainWindow.windowptr());
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// Startup GUI System
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GUIManager GUISystem = GUIManager(&MainWindow);
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GUIManager GUISystem = GUIManager(&MainWindow);
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// Enable depth testing
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// NOTE: TODO Move this into the renderer
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_DEPTH_TEST);
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@ -58,6 +73,9 @@ int main(int argc, char* argv[]) {
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// Shutdown Services
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// Shutdown Services
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delete ES;
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delete ES;
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InputSystem.detach(&MainWindow);
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return 0;
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return 0;
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}
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}
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@ -11,16 +11,13 @@
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#include <string>
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#include <string>
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class ModelImporter {
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class ModelImporter {
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public:
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static std::vector<BarinkEngine::Mesh> Import(std::string path);
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private:
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private:
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void ImportFBX(std::string path);
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void ImportBlend(std::string path);
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void ImportGLTF(std::string path);
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void ImportOBJ(std::string path);
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static BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene);
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static BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene);
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static std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene);
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static std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene);
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public:
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void Import(std::string path);
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static std::vector<BarinkEngine::Mesh> Test();
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};
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};
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@ -13,6 +13,8 @@
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#include "Graphics/Renderer.h"
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#include "Graphics/Renderer.h"
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#include "Graphics/GUI/GUIManager.h"
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#include "Graphics/GUI/GUIManager.h"
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#include "Scene.h"
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#include "Scene.h"
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#include "PerfCounter.h"
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#include "PerfCounter.h"
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@ -5,7 +5,5 @@ struct Event
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{
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{
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public:
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public:
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std::string name;
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std::string name;
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int argc;
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void** argv;
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};
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};
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@ -6,10 +6,12 @@ class EventEmitter {
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public:
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public:
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void Subscribe (EventListener& subscriber);
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void Subscribe (EventListener& subscriber);
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void Unsubscribe(EventListener& subscriber);
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void Unsubscribe(EventListener& subscriber);
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void EmitEvent(Event& incident);
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protected:
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protected:
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std::list<EventListener*> subscribers;
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std::list<EventListener*> subscribers;
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void EmitEvent(Event& incident);
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EventEmitter();
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EventEmitter();
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18
BarinkEngine/Include/EventSystem/InputSystemEvents.h
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18
BarinkEngine/Include/EventSystem/InputSystemEvents.h
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@ -0,0 +1,18 @@
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#pragma once
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#include "Event.h"
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struct KEY_DOWN_EVENT : public Event {
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public:
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int scancode;
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int keycode;
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int mods;
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};
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struct KEY_UP_EVENT : public Event {
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public:
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int scancode;
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int keycode;
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int mods;
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};
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@ -28,10 +28,10 @@ public:
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~Renderable();
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~Renderable();
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static Renderable* Load();
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static Renderable* Load(std::string& path);
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void Draw();
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void Draw();
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private:
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private:
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std::vector<BarinkEngine::Mesh> meshes;
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std::vector<BarinkEngine::Mesh> meshes;
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Renderable();
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Renderable(std::string& path);
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};
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};
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14
BarinkEngine/Include/Input/GLFWInput.h
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14
BarinkEngine/Include/Input/GLFWInput.h
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#pragma once
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#include "GLFW/glfw3.h"
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namespace BarinkEngine {
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namespace Input {
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void BE_GLFW_KEYS(GLFWwindow* window, int key, int scancode, int action, int mods);
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void BE_GLFW_CURSOR_POSITION(GLFWwindow* window, double x, double y);
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void BE_GLFW_CURSOR_ENTER(GLFWwindow* window, int entered);
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void BE_GLFW_MOUSE_BUTTON(GLFWwindow* window, int button, int action, int mods);
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void BE_GLFW_SCROLL(GLFWwindow* window, double xoffset, double yoffset);
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}
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}
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@ -1,27 +1,29 @@
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#pragma once
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#pragma once
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#include <vector>
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#include <list>
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#include "Graphics/Window.h"
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#include "Graphics/Window.h"
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#include "EventSystem/EventEmitter.h"
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#include "EventSystem/EventEmitter.h"
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#include "../Include/Input/GLFWInput.h"
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#include "BarinkEngine.h"
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namespace BarinkEngine {
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namespace BarinkEngine {
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class InputManager : EventEmitter {
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class InputManager : public EventEmitter {
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public:
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public:
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InputManager();
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InputManager();
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void PollEvents();
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void PollEvents();
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void attach(BarinkWindow* window);
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void attach(BarinkWindow* window);
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void detach(BarinkWindow* window);
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void setupGLFWInput(GLFWwindow* window);
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// GLFW Handlers
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static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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static void CursorPositionCallback(GLFWwindow* window, double x, double y);
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static void CursorEnterCallback(GLFWwindow* window, int entered);
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static void MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
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static void ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
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private:
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private:
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std::vector<BarinkWindow*> windows;
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std::list<BarinkWindow*> windows;
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};
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};
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}
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}
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BarinkEngine/Input/GLFWInput.cpp
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104
BarinkEngine/Input/GLFWInput.cpp
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#include "BarinkEngine.h"
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#include "../Include/Input/GLFWInput.h"
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#include "../Include/EventSystem/InputSystemEvents.h"
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#include "../Include/Input/InputManager.h"
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namespace BarinkEngine {
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namespace Input {
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void BE_GLFW_KEYS(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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switch (action)
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{
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case GLFW_KEY_DOWN: {
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KEY_DOWN_EVENT keydown{};
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keydown.name = "KEY::DOWN";
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keydown.mods = mods;
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keydown.scancode = scancode;
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keydown.keycode = key;
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InputSystem.EmitEvent(keydown);
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break;
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}
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case GLFW_KEY_UP: {
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KEY_UP_EVENT keyup{};
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keyup.name = "KEY::DOWN";
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keyup.mods = mods;
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keyup.scancode = scancode;
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keyup.keycode = key;
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InputSystem.EmitEvent(keyup);
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break;
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}
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default:
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Event KeyEvent{};
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KeyEvent.name = "KEY";
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InputSystem.EmitEvent(KeyEvent);
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break;
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}
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}
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void BE_GLFW_CURSOR_POSITION(GLFWwindow* window, double x, double y)
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{
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Event CursorPosUpdate{};
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CursorPosUpdate.name = "UPDATE::CURSOR:POSITION";
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InputSystem.EmitEvent(CursorPosUpdate);
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}
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void BE_GLFW_CURSOR_ENTER(GLFWwindow* window, int entered)
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{
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if (entered) {
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Event mouseEntered{};
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mouseEntered.name = "Mouse Entered Window's confines!";
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InputSystem.EmitEvent(mouseEntered);
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}
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else {
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Event mouseLeft{};
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mouseLeft.name = "Mouse Left Window's confines!";
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InputSystem.EmitEvent(mouseLeft);
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}
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}
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void BE_GLFW_MOUSE_BUTTON(GLFWwindow* window, int button, int action, int mods)
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{
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Event MouseButtonEvent{};
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MouseButtonEvent.name = "MOUSEBUTTON";
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InputSystem.EmitEvent(MouseButtonEvent);
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}
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void BE_GLFW_SCROLL(GLFWwindow* window, double xoffset, double yoffset)
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{
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Event ScrollEvent{};
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ScrollEvent.name = "SCROLL";
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InputSystem.EmitEvent(ScrollEvent);
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}
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}
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}
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#include "BarinkEngine.h"
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#include "Input/InputManager.h"
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#include "Input/InputManager.h"
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#include "GLFW/glfw3.h"
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#include "spdlog/spdlog.h"
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#include <iostream>
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void BarinkEngine::InputManager::PollEvents()
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{
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for (auto it = windows.begin(); it != windows.end(); ++it) {
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(*it)->Poll();
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}
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}
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void BarinkEngine::InputManager::KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
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namespace BarinkEngine {
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{
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Event KeyEvent{};
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void InputManager::PollEvents()
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KeyEvent.name = "KEY";
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InputSystem.EmitEvent(KeyEvent);
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if (key == GLFW_KEY_A && action == GLFW_PRESS)
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{
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{
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for (auto it = windows.begin(); it != windows.end(); ++it) {
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std::cout << "'a' key was pressed" << std::endl;
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(*it)->Poll();
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}
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}
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}
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}
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void BarinkEngine::InputManager::CursorPositionCallback(GLFWwindow* window, double x, double y)
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void InputManager::setupGLFWInput(GLFWwindow* window) {
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{
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// Attach callbacks
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//std::cout << "Cursor Position x: " << x << ", y: " << y << std::endl;
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glfwSetKeyCallback(window, BarinkEngine::Input::BE_GLFW_KEYS);
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Event CursorPosUpdate{};
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glfwSetCursorPosCallback(window, BarinkEngine::Input::BE_GLFW_CURSOR_POSITION);
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CursorPosUpdate.name = "UPDATE::CURSOR:POSITION";
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glfwSetCursorEnterCallback(window, BarinkEngine::Input::BE_GLFW_CURSOR_ENTER);
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glfwSetMouseButtonCallback(window, BarinkEngine::Input::BE_GLFW_MOUSE_BUTTON);
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InputSystem.EmitEvent(CursorPosUpdate);
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glfwSetScrollCallback(window, BarinkEngine::Input::BE_GLFW_SCROLL);
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}
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void BarinkEngine::InputManager::CursorEnterCallback(GLFWwindow* window, int entered)
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{
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if (entered) {
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Event mouseEntered {};
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mouseEntered.name = "Mouse Entered Window's confines!";
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mouseEntered.argc = 0;
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InputSystem.EmitEvent(mouseEntered);
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}
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else {
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Event mouseLeft{};
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mouseLeft.name = "Mouse Left Window's confines!";
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mouseLeft.argc = 0;
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InputSystem.EmitEvent(mouseLeft);
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}
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}
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void BarinkEngine::InputManager::MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
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{
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Event MouseButtonEvent{};
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MouseButtonEvent.name = "MOUSEBUTTON";
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InputSystem.EmitEvent(MouseButtonEvent);
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if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS) {
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std::cout << "Right mouse button was pressed!" << std::endl;
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}
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}
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}
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void BarinkEngine::InputManager::ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
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void InputManager::attach(BarinkWindow* window)
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{
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{
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std::cout << "Scroll: x: " << xoffset << ", y: " << yoffset << std::endl;
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windows.push_back(window);
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this->Subscribe((EventListener&)(*window));
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Event ScrollEvent{};
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}
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ScrollEvent.name = "SCROLL";
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InputSystem.EmitEvent(ScrollEvent);
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void InputManager::detach(BarinkWindow* window)
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{
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windows.remove(window);
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this->Unsubscribe((EventListener&)*window);
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}
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InputManager::InputManager() : EventEmitter()
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{
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windows = std::list<BarinkWindow*>();
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}
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}
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}
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void BarinkEngine::InputManager::attach(BarinkWindow* window)
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{
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windows.push_back(window);
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// Attach callbacks
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glfwSetKeyCallback(window->windowptr(), KeyCallback);
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glfwSetCursorPosCallback(window->windowptr(), CursorPositionCallback);
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glfwSetCursorEnterCallback(window->windowptr(), CursorEnterCallback);
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glfwSetMouseButtonCallback(window->windowptr(), MouseButtonCallback);
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|
||||||
glfwSetScrollCallback(window->windowptr(), ScrollCallback);
|
|
||||||
|
|
||||||
this->Subscribe( (EventListener&)(*window));
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
BarinkEngine::InputManager::InputManager() : EventEmitter ()
|
|
||||||
{
|
|
||||||
windows = std::vector<BarinkWindow*>();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
@ -1,66 +1,13 @@
|
|||||||
#include "AssetManager/ModelImporter.h"
|
#include "AssetManager/ModelImporter.h"
|
||||||
|
|
||||||
|
|
||||||
void ModelImporter::ImportFBX(std::string path)
|
std::vector<BarinkEngine::Mesh> ModelImporter::Import(std::string path)
|
||||||
{
|
{
|
||||||
//spdlog::warn("ImportFBX not implemented!");
|
|
||||||
}
|
|
||||||
|
|
||||||
void ModelImporter::ImportBlend(std::string path)
|
|
||||||
{
|
|
||||||
//spdlog::warn("ImportBlend not implemented!");
|
|
||||||
}
|
|
||||||
|
|
||||||
void ModelImporter::ImportGLTF(std::string path)
|
|
||||||
{
|
|
||||||
//spdlog::warn("ImportGLTF not implemented!");
|
|
||||||
}
|
|
||||||
|
|
||||||
void ModelImporter::ImportOBJ(std::string path)
|
|
||||||
{
|
|
||||||
//spdlog::warn("ImportOBJ not implemented!");
|
|
||||||
}
|
|
||||||
|
|
||||||
void ModelImporter::Import(std::string path)
|
|
||||||
{
|
|
||||||
//spdlog::warn("Import not implemented!");
|
|
||||||
}
|
|
||||||
|
|
||||||
std::vector<BarinkEngine::Mesh> ModelImporter::Test() {
|
|
||||||
|
|
||||||
/*
|
|
||||||
spdlog::info("====== Tiny GLTF ======");
|
|
||||||
tinygltf::Model loadedModel;
|
|
||||||
tinygltf::TinyGLTF loader;
|
|
||||||
std::string error;
|
|
||||||
std::string warn;
|
|
||||||
bool ret = loader.LoadASCIIFromFile(&loadedModel, &error, &warn, "./Build/SandboxApplication/Debug/sponza.gltf");
|
|
||||||
|
|
||||||
if (!warn.empty())
|
|
||||||
spdlog::warn("TinyGLTF Warning: {}", warn);
|
|
||||||
if (!error.empty())
|
|
||||||
spdlog::error("TinyGLTF Error: {}", error);
|
|
||||||
if (!ret) {
|
|
||||||
spdlog::error("TinyGLTF Error: Failed to parse glTF");
|
|
||||||
exit(-1);
|
|
||||||
}
|
|
||||||
|
|
||||||
spdlog::info("Meshes in model: {}", loadedModel.meshes.size());
|
|
||||||
spdlog::info("Primitives in mesh: {}", loadedModel.meshes[0].primitives.size());
|
|
||||||
|
|
||||||
*/
|
|
||||||
|
|
||||||
|
|
||||||
//spdlog::info("======= Assimp ======");
|
|
||||||
|
|
||||||
Assimp::Importer importer;
|
Assimp::Importer importer;
|
||||||
const aiScene* scene = importer.ReadFile("build/SandboxApplication/Debug/Models/Cube.obj", aiProcess_Triangulate | aiProcess_FlipUVs);
|
const aiScene* scene = importer.ReadFile(path.c_str(), aiProcess_Triangulate | aiProcess_FlipUVs);
|
||||||
|
|
||||||
aiNode* currentNode = scene->mRootNode;
|
aiNode* currentNode = scene->mRootNode;
|
||||||
|
|
||||||
return processNode(currentNode, scene);
|
return processNode(currentNode, scene);
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene) {
|
std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene) {
|
||||||
|
@ -3,14 +3,14 @@
|
|||||||
#include "PerfCounter.h"
|
#include "PerfCounter.h"
|
||||||
|
|
||||||
|
|
||||||
Renderable* Renderable::Load()
|
Renderable* Renderable::Load(std::string& path)
|
||||||
{
|
{
|
||||||
return new Renderable();
|
return new Renderable(path);
|
||||||
}
|
}
|
||||||
|
|
||||||
Renderable::Renderable()
|
Renderable::Renderable(std::string& path)
|
||||||
{
|
{
|
||||||
meshes = ModelImporter::Test();
|
meshes = ModelImporter::Import(path);
|
||||||
|
|
||||||
transform.Scale = glm::vec3(1.0f);
|
transform.Scale = glm::vec3(1.0f);
|
||||||
transform.Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
|
transform.Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||||
|
@ -79,6 +79,9 @@ void BarinkWindow::SwapBuffers()
|
|||||||
|
|
||||||
void BarinkWindow::ReceiveEvent(Event& incident)
|
void BarinkWindow::ReceiveEvent(Event& incident)
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
std::cout << "EVENT RECEIVED: " << incident.name << std::endl;
|
std::cout << "EVENT RECEIVED: " << incident.name << std::endl;
|
||||||
|
|
||||||
}
|
}
|
BIN
Manuals/GLSL.std.450.pdf
Normal file
BIN
Manuals/GLSL.std.450.pdf
Normal file
Binary file not shown.
BIN
Manuals/SPIRV.pdf
Normal file
BIN
Manuals/SPIRV.pdf
Normal file
Binary file not shown.
@ -66,11 +66,13 @@ void Start() {
|
|||||||
matCube2 = new Material(*shader);
|
matCube2 = new Material(*shader);
|
||||||
matCube2->Color = glm::vec3(0.0, 1.0f, 0.0);
|
matCube2->Color = glm::vec3(0.0, 1.0f, 0.0);
|
||||||
|
|
||||||
|
std::string cubePath = "build/SandboxApplication/Debug/Models/Cube.obj";
|
||||||
|
std::string lanternPath = "build/SandboxApplication/Debug/Models/Latern.gltf";
|
||||||
/*
|
/*
|
||||||
* load meshes
|
* load meshes
|
||||||
*/
|
*/
|
||||||
Cube = Renderable::Load();
|
Cube = Renderable::Load(lanternPath);
|
||||||
Cube2 = Renderable::Load();
|
Cube2 = Renderable::Load(cubePath);
|
||||||
Cube->addChild(*Cube2);
|
Cube->addChild(*Cube2);
|
||||||
|
|
||||||
Cube->shader = shader;
|
Cube->shader = shader;
|
||||||
|
Loading…
Reference in New Issue
Block a user