Small fix up
* Added multiple ImGui windows with better widgets * Fixed cube rendering wrong * Added ImGui scripting window ( max 255 character script)
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@ -0,0 +1 @@
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*.png filter=lfs diff=lfs merge=lfs -text
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@ -94,6 +94,8 @@ BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene
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vertices.push_back(vector);
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vertices.push_back(vector);
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}
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}
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spdlog::info("{} == {}", mesh->mNumVertices, vertices.size());
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// Process Indices
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// Process Indices
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for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
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for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
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aiFace face = mesh->mFaces[i];
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aiFace face = mesh->mFaces[i];
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@ -42,8 +42,8 @@
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- others ?!?!?
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- others ?!?!?
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## Screenshots
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## Screenshots
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__added soon__
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<img src="images/" ></img>
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<img src="Screenshots/screen1.png" ></img>
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## Planning
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## Planning
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see [TODO](docs/TODO.md)
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see [TODO](docs/TODO.md)
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@ -44,7 +44,7 @@ void Renderable::Draw()
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{
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{
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VAO.Bind();
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VAO.Bind();
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elementBuffer.Bind(true);
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elementBuffer.Bind(true);
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glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(meshes[0].elements.size()), GL_UNSIGNED_SHORT, NULL);
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glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(meshes[0].elements.size()), GL_UNSIGNED_INT, NULL);
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VAO.Unbind();
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VAO.Unbind();
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}
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}
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@ -29,6 +29,7 @@ extern "C"
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int main(int argc, char* argv[]) {
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int main(int argc, char* argv[]) {
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char cwd[256];
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char cwd[256];
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memset(cwd, '\0', 256);
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getcwd(cwd, 256);
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getcwd(cwd, 256);
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spdlog::info("Working directory: {}", cwd);
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spdlog::info("Working directory: {}", cwd);
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@ -76,9 +77,18 @@ int main(int argc, char* argv[]) {
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mixer = gau_manager_mixer(mgr);
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mixer = gau_manager_mixer(mgr);
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*/
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*/
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char* lua_code = new char[255];
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memset(lua_code, '\0', 255);
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bool runCode = false;
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while (!GameWindow.WindowShouldClose()) {
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while (!GameWindow.WindowShouldClose()) {
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if (runCode == true) {
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luaL_dostring(L,lua_code);
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runCode = false;
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}
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glm::mat4 tran = glm::translate(glm::mat4(), Cube.transform.Position);
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glm::mat4 tran = glm::translate(glm::mat4(), Cube.transform.Position);
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glm::mat4 scale = glm::scale(glm::mat4(), Cube.transform.Scale);
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glm::mat4 scale = glm::scale(glm::mat4(), Cube.transform.Scale);
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glm::mat4 rot =
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glm::mat4 rot =
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@ -89,7 +99,7 @@ int main(int argc, char* argv[]) {
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glm::mat4 model = tran * rot * scale;
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glm::mat4 model = tran * rot * scale;
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glm::mat4 projection = glm::perspective(cam.Zoom, (800.0f / 600.0f), 0.001f, 100.0f);
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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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GameWindow.Poll();
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GameWindow.Poll();
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@ -107,19 +117,31 @@ int main(int argc, char* argv[]) {
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ImGui_ImplGlfw_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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ImGui::NewFrame();
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ImGui::Begin("Test");
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ImGui::Begin("Transform");
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ImGui::Text("Cube");
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ImGui::SliderFloat("Scale Y:", (float*)&Cube.transform.Scale.y, 1, 4);
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ImGui::InputFloat3("Position:", (float*)&Cube.transform.Position);
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ImGui::SliderFloat("Scale X:", (float*)&Cube.transform.Scale.x, 1, 4);
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ImGui::InputFloat3("Rotation:", (float*)&Cube.transform.Rotation);
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ImGui::InputFloat3("Scale:", (float*)&Cube.transform.Scale);
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ImGui::SliderFloat("Camera Zoom:", &cam.Zoom, 40, 190);
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ImGui::SliderFloat("Position X:", (float*)&Cube.transform.Position.x, -9, -60);
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ImGui::SliderFloat("Rotate Y:", (float*)&Cube.transform.Rotation.y, 0, 180);
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ImGui::SliderFloat("Rotate Z:", (float*)&Cube.transform.Rotation.z, 0, 180);
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ImGui::End();
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ImGui::End();
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ImGui::Begin("Camera");
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ImGui::SliderFloat("Zoom:", &cam.Zoom, 10, 190);
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ImGui::End();
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ImGui::Begin("Scripting!!");
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ImGui::InputTextMultiline("Lua Script", lua_code, 255);
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runCode = ImGui::Button("Run");
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ImGui::End();
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ImGui::ShowDemoWindow();
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ImGui::Render();
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ImGui::Render();
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BIN
Screenshots/screen1.png
(Stored with Git LFS)
Normal file
BIN
Screenshots/screen1.png
(Stored with Git LFS)
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