Moving source files to a src folder
This commit is contained in:
parent
e31fd036ea
commit
5a06b068f3
@ -3,12 +3,13 @@
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#include "Scene/SceneNodeTypes.h"
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#include <glm/glm.hpp>
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#include "../../src/Scene/SceneNodeTypes.cpp"
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/*
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* Define a helper class to more easily build a proper scene
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*/
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static class SceneBuilder {
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static Group* AddGroup(std::string name);
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static SceneObject* AddVisual(std::string name, Renderable& object, glm::vec3 position );
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static BarinkEngine::SceneObject* AddVisual(std::string name, BarinkEngine::Renderable& object, glm::vec3 position );
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};
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@ -52,10 +52,10 @@ project "BarinkEngine"
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files {
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"../libs/glad/src/glad.c",
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"./*.cpp",
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"./*.h",
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"./**/*.cpp",
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"./**/*.h"
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"./src/*.cpp",
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"./Include/*.h",
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"./src/**/*.cpp",
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"./Include/**/*.h"
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}
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@ -1,64 +1,64 @@
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#include "BarinkEngine.h"
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#include <phonon.h>
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EngineStatistics* ES;
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BarinkEngine::InputManager InputSystem;
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int main(int argc, char* argv[]) {
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// Setup performance sampler
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PerfomanceSamplerInit();
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// Startup services
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BarinkWindow MainWindow = BarinkWindow(800, 600);
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BarinkEngine::Renderer renderer = BarinkEngine::Renderer();
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InputSystem = BarinkEngine::InputManager();
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InputSystem.attach(&MainWindow);
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GUIManager GUISystem = GUIManager(&MainWindow);
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glEnable(GL_DEPTH_TEST);
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// First call to setup game
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Start();
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// Runtime loop
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while (!MainWindow.WindowShouldClose()) {
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SamplePerformance();
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// Execute main logic
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InputSystem.PollEvents();
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Update();
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renderer.Render();
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ImmediateGraphicsDraw();
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GUISystem.Render();
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MainWindow.SwapBuffers();
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}
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// Shutdown game
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Stop();
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// Shutdown Services
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delete ES;
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return 0;
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}
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#include "BarinkEngine.h"
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#include <phonon.h>
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EngineStatistics* ES;
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BarinkEngine::InputManager InputSystem;
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int main(int argc, char* argv[]) {
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// Setup performance sampler
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PerfomanceSamplerInit();
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// Startup services
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BarinkWindow MainWindow = BarinkWindow(800, 600);
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BarinkEngine::Renderer renderer = BarinkEngine::Renderer();
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InputSystem = BarinkEngine::InputManager();
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InputSystem.attach(&MainWindow);
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GUIManager GUISystem = GUIManager(&MainWindow);
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glEnable(GL_DEPTH_TEST);
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// First call to setup game
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Start();
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// Runtime loop
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while (!MainWindow.WindowShouldClose()) {
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SamplePerformance();
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// Execute main logic
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InputSystem.PollEvents();
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Update();
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renderer.Render();
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ImmediateGraphicsDraw();
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GUISystem.Render();
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MainWindow.SwapBuffers();
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}
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// Shutdown game
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Stop();
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// Shutdown Services
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delete ES;
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return 0;
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}
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@ -1,47 +1,47 @@
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#include "Graphics/Buffer.h"
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int GpuBuffer::getBufferID() {
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return id;
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}
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void GpuBuffer::createBuffer() {
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glGenBuffers(1, (GLuint*) &id);
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}
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void GpuBuffer::setBufferData(void* data, size_t dataSize, bool elementBuffer = false ) {
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if (elementBuffer) {
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
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}
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else {
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glBufferData(GL_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
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}
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}
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void GpuBuffer::Bind(bool elementBuffer = false ) {
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if (elementBuffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
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}
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else {
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glBindBuffer(GL_ARRAY_BUFFER, id);
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}
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}
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void GpuBuffer::Unbind(bool elementBuffer = false) {
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if (elementBuffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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else {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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}
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void GpuBuffer::Delete() {
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glDeleteBuffers(1, (GLuint*) &id);
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#include "Graphics/Buffer.h"
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int GpuBuffer::getBufferID() {
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return id;
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}
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void GpuBuffer::createBuffer() {
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glGenBuffers(1, (GLuint*) &id);
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}
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void GpuBuffer::setBufferData(void* data, size_t dataSize, bool elementBuffer = false ) {
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if (elementBuffer) {
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
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}
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else {
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glBufferData(GL_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
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}
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}
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void GpuBuffer::Bind(bool elementBuffer = false ) {
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if (elementBuffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
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}
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else {
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glBindBuffer(GL_ARRAY_BUFFER, id);
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}
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}
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void GpuBuffer::Unbind(bool elementBuffer = false) {
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if (elementBuffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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else {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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}
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void GpuBuffer::Delete() {
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glDeleteBuffers(1, (GLuint*) &id);
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}
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@ -1,10 +1,10 @@
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#include "../Include/Graphics/Material.h"
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Material::Material(const Shader& shader) :
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shader(shader) {
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}
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void Material::Apply() {
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shader.setUniformVec3("Color", Color);
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#include "../Include/Graphics/Material.h"
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Material::Material(const Shader& shader) :
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shader(shader) {
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}
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void Material::Apply() {
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shader.setUniformVec3("Color", Color);
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}
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@ -1,94 +1,94 @@
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#include "AssetManager/ModelImporter.h"
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BarinkEngine::SceneObject* BarinkEngine::ModelImporter::Import(const std::string path)
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{
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SceneObject* root = new SceneObject(std::string(path), nullptr);
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
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aiNode* currentNode = scene->mRootNode;
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std::vector<BarinkEngine::Mesh> meshes = processNode(currentNode, scene);
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return root;
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}
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std::vector<BarinkEngine::Mesh> BarinkEngine::ModelImporter::processNode(aiNode* node, const aiScene* scene)
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{
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std::vector<BarinkEngine::Mesh> meshes;
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for (unsigned int i = 0; i < node->mNumMeshes; i++) {
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aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
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meshes.push_back(processMesh(mesh, scene));
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}
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for (unsigned int i = 0; i < node->mNumChildren; i++) {
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auto m2 = processNode(node->mChildren[i], scene);
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for(auto m : m2) {
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meshes.push_back(m);
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}
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}
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return meshes;
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}
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BarinkEngine::Mesh BarinkEngine::ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene) {
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std::vector<unsigned int> indices;
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std::vector<BarinkEngine::Vertex> vertices;
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ProcessVertices(mesh, vertices);
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ProcessIndices(mesh, indices);
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BarinkEngine::Mesh result;
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result.vertices = vertices;
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result.elements = indices;
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return result;
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}
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void ProcessVertices(aiMesh* mesh, std::vector<BarinkEngine::Vertex>& out_vertices) {
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// Process vertices
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for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
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BarinkEngine::Vertex v{};
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glm::vec3 vector;
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vector.x = mesh->mVertices[i].x;
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vector.y = mesh->mVertices[i].y;
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vector.z = mesh->mVertices[i].z;
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v.vertices = vector;
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if (mesh->mTextureCoords[0]) {
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glm::vec2 texCoord;
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texCoord.x = mesh->mTextureCoords[0][i].x;
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texCoord.y = mesh->mTextureCoords[0][i].y;
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v.uv = texCoord;
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}
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out_vertices.push_back(v);
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}
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}
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void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices) {
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// Process Indices
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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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if (face.mNumIndices < 3)
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continue;
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for (unsigned int j = 0; j < face.mNumIndices; j++) {
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out_indices.push_back(face.mIndices[j]);
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}
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}
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#include "AssetManager/ModelImporter.h"
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BarinkEngine::SceneObject* BarinkEngine::ModelImporter::Import(const std::string path)
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{
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SceneObject* root = new SceneObject(std::string(path), nullptr);
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
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aiNode* currentNode = scene->mRootNode;
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std::vector<BarinkEngine::Mesh> meshes = processNode(currentNode, scene);
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return root;
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}
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std::vector<BarinkEngine::Mesh> BarinkEngine::ModelImporter::processNode(aiNode* node, const aiScene* scene)
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{
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std::vector<BarinkEngine::Mesh> meshes;
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for (unsigned int i = 0; i < node->mNumMeshes; i++) {
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aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
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meshes.push_back(processMesh(mesh, scene));
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}
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for (unsigned int i = 0; i < node->mNumChildren; i++) {
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auto m2 = processNode(node->mChildren[i], scene);
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for(auto m : m2) {
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meshes.push_back(m);
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}
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}
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return meshes;
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}
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BarinkEngine::Mesh BarinkEngine::ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene) {
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std::vector<unsigned int> indices;
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std::vector<BarinkEngine::Vertex> vertices;
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ProcessVertices(mesh, vertices);
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ProcessIndices(mesh, indices);
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BarinkEngine::Mesh result;
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result.vertices = vertices;
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result.elements = indices;
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return result;
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}
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void ProcessVertices(aiMesh* mesh, std::vector<BarinkEngine::Vertex>& out_vertices) {
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// Process vertices
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for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
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BarinkEngine::Vertex v{};
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glm::vec3 vector;
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vector.x = mesh->mVertices[i].x;
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vector.y = mesh->mVertices[i].y;
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vector.z = mesh->mVertices[i].z;
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v.vertices = vector;
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if (mesh->mTextureCoords[0]) {
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glm::vec2 texCoord;
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texCoord.x = mesh->mTextureCoords[0][i].x;
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texCoord.y = mesh->mTextureCoords[0][i].y;
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v.uv = texCoord;
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}
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out_vertices.push_back(v);
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}
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}
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void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices) {
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// Process Indices
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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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if (face.mNumIndices < 3)
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continue;
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for (unsigned int j = 0; j < face.mNumIndices; j++) {
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out_indices.push_back(face.mIndices[j]);
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}
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}
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}
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@ -1,53 +1,53 @@
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#include "Graphics/Renderable.h"
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#include "AssetManager/ModelImporter.h"
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#include "PerfCounter.h"
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BarinkEngine::Renderable::Renderable()
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{
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/*
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VAO.Create();
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VAO.Bind();
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vertexBuffer.createBuffer();
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vertexBuffer.Bind(false);
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vertexBuffer.setBufferData(&meshes[0].vertices[0], meshes[0].vertices.size() * sizeof(BarinkEngine::Vertex), false);
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elementBuffer.createBuffer();
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elementBuffer.Bind(true);
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elementBuffer.setBufferData(&meshes[0].elements[0], meshes[0].elements.size() * sizeof(unsigned int), true);
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VAO.AttachAttribute(0, 3, sizeof(BarinkEngine::Vertex));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex),(void* )offsetof(BarinkEngine::Vertex, vertices));
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glEnableVertexAttribArray(1);
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//vertexBuffer.Unbind(false);
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VAO.Unbind();
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*/
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}
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BarinkEngine::Renderable::~Renderable()
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{
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// glDeleteBuffers(1, &UV_id);
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}
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// Draw call Example !!
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/*
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VAO.Bind();
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elementBuffer.Bind(true);
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(glGetUniformLocation(shader->id, "Texture"), GL_TEXTURE0);
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texture->Bind();
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ES->verts = meshes[0].vertices.size();
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ES->DC++;
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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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*/
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#include "Graphics/Renderable.h"
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#include "AssetManager/ModelImporter.h"
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#include "PerfCounter.h"
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BarinkEngine::Renderable::Renderable()
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{
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/*
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VAO.Create();
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VAO.Bind();
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vertexBuffer.createBuffer();
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vertexBuffer.Bind(false);
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vertexBuffer.setBufferData(&meshes[0].vertices[0], meshes[0].vertices.size() * sizeof(BarinkEngine::Vertex), false);
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elementBuffer.createBuffer();
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elementBuffer.Bind(true);
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elementBuffer.setBufferData(&meshes[0].elements[0], meshes[0].elements.size() * sizeof(unsigned int), true);
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VAO.AttachAttribute(0, 3, sizeof(BarinkEngine::Vertex));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex),(void* )offsetof(BarinkEngine::Vertex, vertices));
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glEnableVertexAttribArray(1);
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//vertexBuffer.Unbind(false);
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VAO.Unbind();
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*/
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}
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BarinkEngine::Renderable::~Renderable()
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{
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// glDeleteBuffers(1, &UV_id);
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}
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// Draw call Example !!
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/*
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VAO.Bind();
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elementBuffer.Bind(true);
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(glGetUniformLocation(shader->id, "Texture"), GL_TEXTURE0);
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texture->Bind();
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ES->verts = meshes[0].vertices.size();
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ES->DC++;
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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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*/
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@ -1,25 +1,25 @@
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#include "Graphics/Renderer.h"
|
||||
|
||||
BarinkEngine::Renderer::Renderer()
|
||||
{
|
||||
models = std::vector<Renderable*>();
|
||||
}
|
||||
|
||||
BarinkEngine::Renderer::~Renderer()
|
||||
{
|
||||
// CleanUp!
|
||||
}
|
||||
|
||||
void BarinkEngine::Renderer::Render()
|
||||
{
|
||||
|
||||
for (auto model : models) {
|
||||
//model->Draw();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void BarinkEngine::Renderer::Submit(Renderable* model)
|
||||
{
|
||||
models.push_back(model);
|
||||
}
|
||||
#include "Graphics/Renderer.h"
|
||||
|
||||
BarinkEngine::Renderer::Renderer()
|
||||
{
|
||||
models = std::vector<Renderable*>();
|
||||
}
|
||||
|
||||
BarinkEngine::Renderer::~Renderer()
|
||||
{
|
||||
// CleanUp!
|
||||
}
|
||||
|
||||
void BarinkEngine::Renderer::Render()
|
||||
{
|
||||
|
||||
for (auto model : models) {
|
||||
//model->Draw();
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void BarinkEngine::Renderer::Submit(Renderable* model)
|
||||
{
|
||||
models.push_back(model);
|
||||
}
|
@ -1,40 +1,40 @@
|
||||
#include "../Include/Graphics/Texture.h"
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "Graphics/stb_image.h"
|
||||
#include <iostream>
|
||||
|
||||
Texture::Texture(const std::string texturePath) {
|
||||
|
||||
int width, height, channels;
|
||||
unsigned char* data = stbi_load(texturePath.c_str(), &width, &height, &channels, 0);
|
||||
std::cout << channels << std::endl;
|
||||
|
||||
if (data) {
|
||||
glGenTextures(1, &Id);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, Id);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
}
|
||||
else {
|
||||
spdlog::error("Failed to load image (%s)", texturePath );
|
||||
}
|
||||
stbi_image_free(data);
|
||||
|
||||
}
|
||||
|
||||
void Texture::Bind() {
|
||||
glBindTexture(GL_TEXTURE_2D, Id);
|
||||
}
|
||||
|
||||
void Texture::Unbind() {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
#include "../Include/Graphics/Texture.h"
|
||||
#include <glad/glad.h>
|
||||
#include <GLFW/glfw3.h>
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include "Graphics/stb_image.h"
|
||||
#include <iostream>
|
||||
|
||||
Texture::Texture(const std::string texturePath) {
|
||||
|
||||
int width, height, channels;
|
||||
unsigned char* data = stbi_load(texturePath.c_str(), &width, &height, &channels, 0);
|
||||
std::cout << channels << std::endl;
|
||||
|
||||
if (data) {
|
||||
glGenTextures(1, &Id);
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, Id);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
}
|
||||
else {
|
||||
spdlog::error("Failed to load image (%s)", texturePath );
|
||||
}
|
||||
stbi_image_free(data);
|
||||
|
||||
}
|
||||
|
||||
void Texture::Bind() {
|
||||
glBindTexture(GL_TEXTURE_2D, Id);
|
||||
}
|
||||
|
||||
void Texture::Unbind() {
|
||||
glBindTexture(GL_TEXTURE_2D, 0);
|
||||
}
|
@ -1,25 +1,25 @@
|
||||
#include "Graphics/VertexArray.h"
|
||||
#include <glad/glad.h>
|
||||
|
||||
void VertexArray::Create(){
|
||||
glGenVertexArrays(1, &id);
|
||||
}
|
||||
|
||||
void VertexArray::Bind(){
|
||||
glBindVertexArray(id);
|
||||
}
|
||||
|
||||
void VertexArray::Unbind(){
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void VertexArray::Delete() {
|
||||
glDeleteVertexArrays(1, &id);
|
||||
}
|
||||
|
||||
|
||||
void VertexArray::AttachAttribute(unsigned int index , int size, int stride ){
|
||||
glVertexAttribPointer(index, size, GL_FLOAT, GL_FALSE, stride, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
}
|
||||
|
||||
#include "Graphics/VertexArray.h"
|
||||
#include <glad/glad.h>
|
||||
|
||||
void VertexArray::Create(){
|
||||
glGenVertexArrays(1, &id);
|
||||
}
|
||||
|
||||
void VertexArray::Bind(){
|
||||
glBindVertexArray(id);
|
||||
}
|
||||
|
||||
void VertexArray::Unbind(){
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void VertexArray::Delete() {
|
||||
glDeleteVertexArrays(1, &id);
|
||||
}
|
||||
|
||||
|
||||
void VertexArray::AttachAttribute(unsigned int index , int size, int stride ){
|
||||
glVertexAttribPointer(index, size, GL_FLOAT, GL_FALSE, stride, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
}
|
||||
|
@ -1,11 +1,11 @@
|
||||
#version 440 core
|
||||
|
||||
out vec4 FragColor;
|
||||
uniform vec3 Color;
|
||||
in vec2 TexCoord;
|
||||
uniform sampler2D Texture;
|
||||
|
||||
|
||||
void main(){
|
||||
FragColor = mix ( texture(Texture, TexCoord), vec4(Color, 1.0f), 0.5f);
|
||||
#version 440 core
|
||||
|
||||
out vec4 FragColor;
|
||||
uniform vec3 Color;
|
||||
in vec2 TexCoord;
|
||||
uniform sampler2D Texture;
|
||||
|
||||
|
||||
void main(){
|
||||
FragColor = mix ( texture(Texture, TexCoord), vec4(Color, 1.0f), 0.5f);
|
||||
}
|
@ -1,84 +1,84 @@
|
||||
#include "Graphics/Window.h"
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <iostream>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <spdlog/spdlog.h>
|
||||
#include "../Include/EventSystem/Event.h"
|
||||
|
||||
bool BarinkWindow::InitGLFW(){
|
||||
if(!glfwInit())
|
||||
{
|
||||
spdlog::error("Failed to initialise GLFW!");
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
BarinkWindow::BarinkWindow(const int width, const int height) :
|
||||
Width(width), Height(height), FullScreen(false){
|
||||
if (InitGLFW()==false) {
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
window = glfwCreateWindow(Width, Height, "BarinkEngine", NULL, NULL);
|
||||
|
||||
if( !window)
|
||||
{
|
||||
spdlog::error("GLFW failed to create window!");
|
||||
glfwTerminate();
|
||||
return;
|
||||
}
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
||||
printf("Failed to initialize GLAD!\n");
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
// Set vsync off !!
|
||||
glfwSwapInterval(0);
|
||||
|
||||
VulkanSupported = glfwVulkanSupported();
|
||||
|
||||
glfwGetFramebufferSize(window, &Width, &Height);
|
||||
glViewport(0,0, Width, Height);
|
||||
|
||||
|
||||
|
||||
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
|
||||
|
||||
}
|
||||
|
||||
|
||||
BarinkWindow::~BarinkWindow(){
|
||||
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
GLFWwindow* BarinkWindow::windowptr()
|
||||
{
|
||||
return window;
|
||||
}
|
||||
|
||||
bool BarinkWindow::WindowShouldClose(){
|
||||
return glfwWindowShouldClose(window);
|
||||
}
|
||||
|
||||
void BarinkWindow::Poll()
|
||||
{
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
void BarinkWindow::SwapBuffers()
|
||||
{
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
|
||||
void BarinkWindow::ReceiveEvent(Event& incident)
|
||||
{
|
||||
std::cout << "EVENT RECEIVED: " << incident.name << std::endl;
|
||||
|
||||
#include "Graphics/Window.h"
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
#include <iostream>
|
||||
#include <GLFW/glfw3.h>
|
||||
#include <spdlog/spdlog.h>
|
||||
#include "../Include/EventSystem/Event.h"
|
||||
|
||||
bool BarinkWindow::InitGLFW(){
|
||||
if(!glfwInit())
|
||||
{
|
||||
spdlog::error("Failed to initialise GLFW!");
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
BarinkWindow::BarinkWindow(const int width, const int height) :
|
||||
Width(width), Height(height), FullScreen(false){
|
||||
if (InitGLFW()==false) {
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
window = glfwCreateWindow(Width, Height, "BarinkEngine", NULL, NULL);
|
||||
|
||||
if( !window)
|
||||
{
|
||||
spdlog::error("GLFW failed to create window!");
|
||||
glfwTerminate();
|
||||
return;
|
||||
}
|
||||
|
||||
glfwMakeContextCurrent(window);
|
||||
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
|
||||
printf("Failed to initialize GLAD!\n");
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
// Set vsync off !!
|
||||
glfwSwapInterval(0);
|
||||
|
||||
VulkanSupported = glfwVulkanSupported();
|
||||
|
||||
glfwGetFramebufferSize(window, &Width, &Height);
|
||||
glViewport(0,0, Width, Height);
|
||||
|
||||
|
||||
|
||||
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
|
||||
|
||||
}
|
||||
|
||||
|
||||
BarinkWindow::~BarinkWindow(){
|
||||
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
GLFWwindow* BarinkWindow::windowptr()
|
||||
{
|
||||
return window;
|
||||
}
|
||||
|
||||
bool BarinkWindow::WindowShouldClose(){
|
||||
return glfwWindowShouldClose(window);
|
||||
}
|
||||
|
||||
void BarinkWindow::Poll()
|
||||
{
|
||||
glfwPollEvents();
|
||||
}
|
||||
|
||||
void BarinkWindow::SwapBuffers()
|
||||
{
|
||||
glfwSwapBuffers(window);
|
||||
}
|
||||
|
||||
|
||||
void BarinkWindow::ReceiveEvent(Event& incident)
|
||||
{
|
||||
std::cout << "EVENT RECEIVED: " << incident.name << std::endl;
|
||||
|
||||
}
|
@ -1,118 +1,118 @@
|
||||
#include "BarinkEngine.h"
|
||||
#include "Input/InputManager.h"
|
||||
#include "GLFW/glfw3.h"
|
||||
#include "spdlog/spdlog.h"
|
||||
#include <iostream>
|
||||
void BarinkEngine::InputManager::PollEvents()
|
||||
{
|
||||
for (auto it = windows.begin(); it != windows.end(); ++it) {
|
||||
(*it)->Poll();
|
||||
}
|
||||
}
|
||||
|
||||
void BarinkEngine::InputManager::KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
|
||||
Event KeyEvent{};
|
||||
KeyEvent.name = "KEY";
|
||||
|
||||
InputSystem.EmitEvent(KeyEvent);
|
||||
|
||||
|
||||
if (key == GLFW_KEY_A && action == GLFW_PRESS)
|
||||
{
|
||||
|
||||
std::cout << "'a' key was pressed" << std::endl;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void BarinkEngine::InputManager::CursorPositionCallback(GLFWwindow* window, double x, double y)
|
||||
{
|
||||
//std::cout << "Cursor Position x: " << x << ", y: " << y << std::endl;
|
||||
Event CursorPosUpdate{};
|
||||
CursorPosUpdate.name = "UPDATE::CURSOR:POSITION";
|
||||
|
||||
InputSystem.EmitEvent(CursorPosUpdate);
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void BarinkEngine::InputManager::CursorEnterCallback(GLFWwindow* window, int entered)
|
||||
{
|
||||
if (entered) {
|
||||
Event mouseEntered {};
|
||||
mouseEntered.name = "Mouse Entered Window's confines!";
|
||||
mouseEntered.argc = 0;
|
||||
|
||||
InputSystem.EmitEvent(mouseEntered);
|
||||
|
||||
|
||||
|
||||
}
|
||||
else {
|
||||
Event mouseLeft{};
|
||||
mouseLeft.name = "Mouse Left Window's confines!";
|
||||
mouseLeft.argc = 0;
|
||||
|
||||
InputSystem.EmitEvent(mouseLeft);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void BarinkEngine::InputManager::MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
||||
{
|
||||
|
||||
Event MouseButtonEvent{};
|
||||
MouseButtonEvent.name = "MOUSEBUTTON";
|
||||
|
||||
InputSystem.EmitEvent(MouseButtonEvent);
|
||||
|
||||
|
||||
if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS) {
|
||||
std::cout << "Right mouse button was pressed!" << std::endl;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void BarinkEngine::InputManager::ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
std::cout << "Scroll: x: " << xoffset << ", y: " << yoffset << std::endl;
|
||||
|
||||
Event ScrollEvent{};
|
||||
ScrollEvent.name = "SCROLL";
|
||||
|
||||
InputSystem.EmitEvent(ScrollEvent);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
void BarinkEngine::InputManager::attach(BarinkWindow* window)
|
||||
{
|
||||
|
||||
windows.push_back(window);
|
||||
|
||||
// Attach callbacks
|
||||
glfwSetKeyCallback(window->windowptr(), KeyCallback);
|
||||
glfwSetCursorPosCallback(window->windowptr(), CursorPositionCallback);
|
||||
glfwSetCursorEnterCallback(window->windowptr(), CursorEnterCallback);
|
||||
glfwSetMouseButtonCallback(window->windowptr(), MouseButtonCallback);
|
||||
glfwSetScrollCallback(window->windowptr(), ScrollCallback);
|
||||
|
||||
this->Subscribe( (EventListener&)(*window));
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
BarinkEngine::InputManager::InputManager() : EventEmitter ()
|
||||
{
|
||||
windows = std::vector<BarinkWindow*>();
|
||||
}
|
||||
|
||||
|
||||
|
||||
#include "BarinkEngine.h"
|
||||
#include "Input/InputManager.h"
|
||||
#include "GLFW/glfw3.h"
|
||||
#include "spdlog/spdlog.h"
|
||||
#include <iostream>
|
||||
void BarinkEngine::InputManager::PollEvents()
|
||||
{
|
||||
for (auto it = windows.begin(); it != windows.end(); ++it) {
|
||||
(*it)->Poll();
|
||||
}
|
||||
}
|
||||
|
||||
void BarinkEngine::InputManager::KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
|
||||
Event KeyEvent{};
|
||||
KeyEvent.name = "KEY";
|
||||
|
||||
InputSystem.EmitEvent(KeyEvent);
|
||||
|
||||
|
||||
if (key == GLFW_KEY_A && action == GLFW_PRESS)
|
||||
{
|
||||
|
||||
std::cout << "'a' key was pressed" << std::endl;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void BarinkEngine::InputManager::CursorPositionCallback(GLFWwindow* window, double x, double y)
|
||||
{
|
||||
//std::cout << "Cursor Position x: " << x << ", y: " << y << std::endl;
|
||||
Event CursorPosUpdate{};
|
||||
CursorPosUpdate.name = "UPDATE::CURSOR:POSITION";
|
||||
|
||||
InputSystem.EmitEvent(CursorPosUpdate);
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void BarinkEngine::InputManager::CursorEnterCallback(GLFWwindow* window, int entered)
|
||||
{
|
||||
if (entered) {
|
||||
Event mouseEntered {};
|
||||
mouseEntered.name = "Mouse Entered Window's confines!";
|
||||
mouseEntered.argc = 0;
|
||||
|
||||
InputSystem.EmitEvent(mouseEntered);
|
||||
|
||||
|
||||
|
||||
}
|
||||
else {
|
||||
Event mouseLeft{};
|
||||
mouseLeft.name = "Mouse Left Window's confines!";
|
||||
mouseLeft.argc = 0;
|
||||
|
||||
InputSystem.EmitEvent(mouseLeft);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void BarinkEngine::InputManager::MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
||||
{
|
||||
|
||||
Event MouseButtonEvent{};
|
||||
MouseButtonEvent.name = "MOUSEBUTTON";
|
||||
|
||||
InputSystem.EmitEvent(MouseButtonEvent);
|
||||
|
||||
|
||||
if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS) {
|
||||
std::cout << "Right mouse button was pressed!" << std::endl;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void BarinkEngine::InputManager::ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
std::cout << "Scroll: x: " << xoffset << ", y: " << yoffset << std::endl;
|
||||
|
||||
Event ScrollEvent{};
|
||||
ScrollEvent.name = "SCROLL";
|
||||
|
||||
InputSystem.EmitEvent(ScrollEvent);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
void BarinkEngine::InputManager::attach(BarinkWindow* window)
|
||||
{
|
||||
|
||||
windows.push_back(window);
|
||||
|
||||
// Attach callbacks
|
||||
glfwSetKeyCallback(window->windowptr(), KeyCallback);
|
||||
glfwSetCursorPosCallback(window->windowptr(), CursorPositionCallback);
|
||||
glfwSetCursorEnterCallback(window->windowptr(), CursorEnterCallback);
|
||||
glfwSetMouseButtonCallback(window->windowptr(), MouseButtonCallback);
|
||||
glfwSetScrollCallback(window->windowptr(), ScrollCallback);
|
||||
|
||||
this->Subscribe( (EventListener&)(*window));
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
BarinkEngine::InputManager::InputManager() : EventEmitter ()
|
||||
{
|
||||
windows = std::vector<BarinkWindow*>();
|
||||
}
|
||||
|
||||
|
||||
|
@ -1,30 +1,33 @@
|
||||
#include "GUI.h"
|
||||
|
||||
void SceneExplorer(Scene& scene, std::string PanelName) {
|
||||
ImGui::Begin(PanelName.c_str());
|
||||
if (ImGui::Begin(PanelName.c_str())) {
|
||||
ImGui::ListBoxHeader("##ObjectList");
|
||||
|
||||
ImGui::ListBoxHeader("##ObjectList");
|
||||
Node& current = scene.GetRoot();
|
||||
|
||||
Node& current = scene.GetRoot();
|
||||
Node* next = ¤t;
|
||||
|
||||
Node* next = ¤t;
|
||||
// Show first node
|
||||
ImGui::Selectable(next->name.c_str(), true);
|
||||
|
||||
// Show first node
|
||||
ImGui::Selectable(next->name.c_str(), true);
|
||||
ImGui::Indent();
|
||||
|
||||
ImGui::Indent();
|
||||
|
||||
if (next->children.size() != 0) {
|
||||
for (auto child : next->children)
|
||||
{
|
||||
std::string& name = child->name;
|
||||
ImGui::Selectable(name.c_str(), false);
|
||||
if (next->children.size() != 0) {
|
||||
for (auto child : next->children)
|
||||
{
|
||||
std::string& name = child->name;
|
||||
ImGui::Selectable(name.c_str(), false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::ListBoxFooter();
|
||||
ImGui::ListBoxFooter();
|
||||
|
||||
|
||||
}
|
||||
ImGui::End();
|
||||
|
||||
|
||||
}
|
||||
|
||||
void CameraTool(Camera* cam) {
|
||||
|
Loading…
Reference in New Issue
Block a user