Small fix up
* Added multiple ImGui windows with better widgets * Fixed cube rendering wrong * Added ImGui scripting window ( max 255 character script)
This commit is contained in:
		
							
								
								
									
										1
									
								
								.gitattributes
									
									
									
									
										vendored
									
									
										Normal file
									
								
							
							
						
						
									
										1
									
								
								.gitattributes
									
									
									
									
										vendored
									
									
										Normal file
									
								
							@ -0,0 +1 @@
 | 
			
		||||
*.png filter=lfs diff=lfs merge=lfs -text
 | 
			
		||||
@ -94,6 +94,8 @@ BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene
 | 
			
		||||
        vertices.push_back(vector);
 | 
			
		||||
    }
 | 
			
		||||
 | 
			
		||||
    spdlog::info("{} == {}", mesh->mNumVertices, vertices.size());
 | 
			
		||||
 | 
			
		||||
    // Process Indices
 | 
			
		||||
    for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
 | 
			
		||||
        aiFace face = mesh->mFaces[i];
 | 
			
		||||
 | 
			
		||||
@ -42,8 +42,8 @@
 | 
			
		||||
    - others ?!?!?
 | 
			
		||||
 | 
			
		||||
## Screenshots
 | 
			
		||||
__added soon__
 | 
			
		||||
<img src="images/" ></img>
 | 
			
		||||
 | 
			
		||||
<img src="Screenshots/screen1.png" ></img>
 | 
			
		||||
 | 
			
		||||
## Planning
 | 
			
		||||
see [TODO](docs/TODO.md)
 | 
			
		||||
 | 
			
		||||
@ -44,7 +44,7 @@ void Renderable::Draw()
 | 
			
		||||
{
 | 
			
		||||
    VAO.Bind();
 | 
			
		||||
    elementBuffer.Bind(true);
 | 
			
		||||
    glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(meshes[0].elements.size()), GL_UNSIGNED_SHORT, NULL);
 | 
			
		||||
    glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(meshes[0].elements.size()), GL_UNSIGNED_INT, NULL);
 | 
			
		||||
    VAO.Unbind();
 | 
			
		||||
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
@ -29,6 +29,7 @@ extern "C"
 | 
			
		||||
int main(int argc, char* argv[]) {
 | 
			
		||||
 | 
			
		||||
    char cwd[256];
 | 
			
		||||
    memset(cwd, '\0', 256);
 | 
			
		||||
    getcwd(cwd, 256);
 | 
			
		||||
    spdlog::info("Working directory: {}", cwd);
 | 
			
		||||
    
 | 
			
		||||
@ -76,9 +77,18 @@ int main(int argc, char* argv[]) {
 | 
			
		||||
    mixer = gau_manager_mixer(mgr);
 | 
			
		||||
    */
 | 
			
		||||
    
 | 
			
		||||
    char* lua_code = new char[255];
 | 
			
		||||
    memset(lua_code, '\0', 255);
 | 
			
		||||
 | 
			
		||||
    bool runCode = false;
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
    while (!GameWindow.WindowShouldClose()) {
 | 
			
		||||
        if (runCode == true) {
 | 
			
		||||
            luaL_dostring(L,lua_code);
 | 
			
		||||
            runCode = false;
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        glm::mat4 tran = glm::translate(glm::mat4(), Cube.transform.Position);
 | 
			
		||||
        glm::mat4 scale = glm::scale(glm::mat4(), Cube.transform.Scale);
 | 
			
		||||
        glm::mat4 rot =
 | 
			
		||||
@ -89,7 +99,7 @@ int main(int argc, char* argv[]) {
 | 
			
		||||
 | 
			
		||||
        glm::mat4 model = tran * rot * scale;
 | 
			
		||||
 | 
			
		||||
        glm::mat4 projection = glm::perspective(cam.Zoom, (800.0f / 600.0f), 0.001f, 100.0f);
 | 
			
		||||
        glm::mat4 projection = glm::perspective(glm::radians(cam.Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        GameWindow.Poll();
 | 
			
		||||
@ -107,19 +117,31 @@ int main(int argc, char* argv[]) {
 | 
			
		||||
        ImGui_ImplGlfw_NewFrame();
 | 
			
		||||
        ImGui::NewFrame();
 | 
			
		||||
 | 
			
		||||
        ImGui::Begin("Test");
 | 
			
		||||
 | 
			
		||||
        ImGui::SliderFloat("Scale Y:", (float*)&Cube.transform.Scale.y, 1, 4);
 | 
			
		||||
        ImGui::SliderFloat("Scale X:", (float*)&Cube.transform.Scale.x, 1, 4);
 | 
			
		||||
 | 
			
		||||
        ImGui::SliderFloat("Camera Zoom:", &cam.Zoom, 40, 190);
 | 
			
		||||
        ImGui::SliderFloat("Position X:", (float*)&Cube.transform.Position.x, -9, -60);
 | 
			
		||||
 | 
			
		||||
        ImGui::SliderFloat("Rotate Y:", (float*)&Cube.transform.Rotation.y, 0, 180);
 | 
			
		||||
        ImGui::SliderFloat("Rotate Z:", (float*)&Cube.transform.Rotation.z, 0, 180);
 | 
			
		||||
        ImGui::Begin("Transform");
 | 
			
		||||
        ImGui::Text("Cube");
 | 
			
		||||
        ImGui::InputFloat3("Position:", (float*)&Cube.transform.Position);
 | 
			
		||||
        ImGui::InputFloat3("Rotation:", (float*)&Cube.transform.Rotation);
 | 
			
		||||
        ImGui::InputFloat3("Scale:", (float*)&Cube.transform.Scale);
 | 
			
		||||
 | 
			
		||||
        ImGui::End();
 | 
			
		||||
 | 
			
		||||
        ImGui::Begin("Camera");
 | 
			
		||||
 | 
			
		||||
        ImGui::SliderFloat("Zoom:", &cam.Zoom, 10, 190);
 | 
			
		||||
       
 | 
			
		||||
        ImGui::End();
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        ImGui::Begin("Scripting!!");
 | 
			
		||||
 | 
			
		||||
        ImGui::InputTextMultiline("Lua Script", lua_code, 255);
 | 
			
		||||
        runCode = ImGui::Button("Run");
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        ImGui::End();
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        ImGui::ShowDemoWindow();
 | 
			
		||||
 | 
			
		||||
 | 
			
		||||
        ImGui::Render();
 | 
			
		||||
 | 
			
		||||
							
								
								
									
										
											BIN
										
									
								
								Screenshots/screen1.png
									 (Stored with Git LFS)
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										
											BIN
										
									
								
								Screenshots/screen1.png
									 (Stored with Git LFS)
									
									
									
									
										Normal file
									
								
							
										
											Binary file not shown.
										
									
								
							
		Reference in New Issue
	
	Block a user