Basic Scene creation
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@ -15,19 +15,20 @@
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void ProcessVertices(aiMesh* mesh, std::vector<BarinkEngine::Vertex>& out_vertices);
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void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices);
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namespace BarinkEngine {
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class ModelImporter {
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class ModelImporter {
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public:
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public:
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SceneObject* Import(const std::string path);
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private:
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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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SceneObject* Import(const std::string path);
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};
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private:
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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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};
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}
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@ -3,13 +3,13 @@
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#include <imgui.h>
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struct EngineStatistics {
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uint32_t lastSampleTime;
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long long lastSampleTime;
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float frameTime;
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uint32_t verts;
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uint32_t DC;
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uint64_t frames;
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uint64_t FPS;
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long long frames;
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long long FPS;
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};
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extern EngineStatistics* ES;
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@ -18,15 +18,15 @@ inline void PerfomanceSamplerInit(){
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ES->frames = 0;
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ES->lastSampleTime = 0;
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ES->lastSampleTime = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count();
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}
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inline void SamplePerformance(void) {
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ES->frames++;
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ES->DC = 0;
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ES->verts = 0;
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unsigned int now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count();
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unsigned int MilliSecondsPast = now - ES->lastSampleTime;
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unsigned long long now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count();
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unsigned long long MilliSecondsPast = now - ES->lastSampleTime;
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if (MilliSecondsPast >= 1000) {
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ES->frameTime = (float)1000 / ES->frames;
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@ -13,7 +13,7 @@ public:
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Node& GetSceneNode(std::string);
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Node& GetRoot();
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Scene(std::string SceneName = "Default Scene");
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Scene(const std::string& sceneName = "Default Scene");
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~Scene();
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private:
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@ -5,8 +5,8 @@
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class Node {
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public:
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Node(std::string& name);
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std::string& name;
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Node(const std::string& name);
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const std::string& name;
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Node* parent;
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std::vector<Node*> children;
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@ -18,7 +18,7 @@ class Node {
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class Group : public Node {
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public:
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Group(std::string& name);
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Group(const std::string& name);
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Transform& transform;
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};
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@ -2,7 +2,7 @@
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#include <string>
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#include <map>
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#include "Scene.h"
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static class SceneManager {
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class SceneManager {
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public:
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static Scene* CreateScene(const std::string& name );
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@ -12,7 +12,6 @@ public:
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private:
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static Scene* CurrentScene;
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static std::map<std::string, Scene*> Scenes;
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static std::map<std::string, Scene*> Scenes;
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};
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@ -3,20 +3,20 @@
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#include "Graphics/Renderable.h"
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#include "Scene/Node.h"
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class SceneCamera : public Group
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{
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public:
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Camera& camera;
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SceneCamera();
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};
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namespace BarinkEngine {
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class SceneCamera : public Group
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{
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public:
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Camera& camera;
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SceneCamera();
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};
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class SceneObject : public Group
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{
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public:
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Renderable& renderable;
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SceneObject();
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};
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class SceneObject : public Group
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{
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public:
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SceneObject(std::string name, Renderable* visual);
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~SceneObject();
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Renderable* renderable;
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};
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}
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@ -1,13 +1,12 @@
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#include "Scene.h"
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#include "Scene.h"
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#include "Scene/Node.h"
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void DeleteSubGraph(Node* tree);
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Scene::Scene(std::string sceneName)
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Scene::Scene(const std::string& sceneName)
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{
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// Create a root node
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root = new Group(sceneName);
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root->name = sceneName;
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}
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Scene::~Scene()
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@ -18,7 +17,7 @@ Scene::~Scene()
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}
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Node* SearchInChildren(Node* root, std::string name ) {
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Node* SearchInChildren(Node* root, const std::string name ) {
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if (root->name == name)
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return root;
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@ -1,7 +1,7 @@
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#include "Scene/Node.h"
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Node::Node(std::string& name)
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Node::Node(const std::string& name)
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: name(name), parent(nullptr), children(std::vector<Node*>()) {}
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Group::Group(std::string& name )
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Group::Group(const std::string& name )
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: Node(name), transform(Transform()) {}
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@ -2,17 +2,21 @@
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Scene* SceneManager::CreateScene(const std::string& name)
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{
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/*
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Scenes = std::map<std::string, Scene*>();
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SceneManager::Scenes[name] = new Scene(name);
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*/
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return &SceneManager::GetScene(name);
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return new Scene(name);
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}
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Scene& SceneManager::GetScene(const std::string& name)
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{
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return *SceneManager::Scenes[name];
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return Scene();
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//return *SceneManager::Scenes[name];
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}
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void SceneManager::LoadScene( Scene& scene)
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{
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CurrentScene = &scene;
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//SceneManager::CurrentScene = &scene;
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}
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12
BarinkEngine/Scene/SceneNodeTypes.cpp
Normal file
12
BarinkEngine/Scene/SceneNodeTypes.cpp
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@ -0,0 +1,12 @@
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#include "Scene/SceneNodeTypes.h"
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BarinkEngine::SceneCamera::SceneCamera()
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: Group(std::string("Camera")), camera(Camera(glm::vec3(0.0f), glm::vec3(0.0f), 0))
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{}
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BarinkEngine::SceneObject::SceneObject(std::string name, Renderable* visual)
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: Group(name), renderable(visual)
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{}
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BarinkEngine::SceneObject::~SceneObject()
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{}
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@ -1,10 +1,10 @@
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#include "AssetManager/ModelImporter.h"
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SceneObject* ModelImporter::Import(const std::string path)
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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();
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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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@ -17,7 +17,7 @@ SceneObject* ModelImporter::Import(const std::string path)
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}
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std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene)
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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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@ -38,7 +38,7 @@ std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const a
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return meshes;
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}
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BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene) {
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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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@ -14,7 +14,7 @@ void BarinkEngine::Renderer::Render()
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{
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for (auto model : models) {
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model->Draw();
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//model->Draw();
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}
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}
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@ -11,27 +11,14 @@
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* Define globals
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*/
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Camera* cam;
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Shader* shader;
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//BarinkEngine::Renderable* Cube;
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//Material* matCube;
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//Texture* textureCube;
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//BarinkEngine::Renderable* Cube2;
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//Material* matCube2;
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char* code = new char[254];
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const std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs";
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const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
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ModelImporter* MI = new ModelImporter();
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BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
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/*
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* Runs once at startup
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@ -40,13 +27,19 @@ ModelImporter* MI = new ModelImporter();
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void Start() {
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// Create a level and load it as the current level
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auto Level1 = SceneManager::CreateScene("TestLevel");
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std::string levelName("TestLevel");
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auto Level1 = SceneManager::CreateScene(levelName);
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SceneManager::LoadScene(*Level1);
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// Create a cube node
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Level1->GetRoot().addChild(*(MI->Import("build/SandboxApplication/Debug/Models")));
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// Load a model
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// *(MI->Import("build/SandboxApplication/Debug/Models/Cube.obj"))
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//
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std::string groupName("Nested-Group");
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auto testGroup = new Group(groupName);
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Level1->GetRoot().addChild( *testGroup);
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// Build a basic test scene
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// NOTE: This will later be done through an editor
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@ -56,30 +49,6 @@ void Start() {
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shader = new Shader(vertexShaderSource, fragmentShaderSource);
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//textureCube = new Texture("build/SandboxApplication/Debug/Textures/wall.jpg");
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//matCube = new Material(*shader);
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//matCube->Color = glm::vec3(1.0, 0.0, 0.0);
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//matCube2 = new Material(*shader);
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//matCube2->Color = glm::vec3(0.0, 1.0f, 0.0);
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/*
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* load meshes
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*/
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//Cube =
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//Cube2 = Renderable::Load();
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//Cube->addChild(*Cube2);
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//Cube->shader = shader;
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//Cube2->shader = shader;
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//Cube->texture = textureCube;
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//Cube2->texture = textureCube;
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//Cube2->transform.Position = glm::vec3(-9.0f, 0.0f, 0.0f);
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//Cube->transform.Position = glm::vec3(-8.0f, 0.0f, -2.0f);
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cam = new Camera(glm::vec3(0.0f, 1.5f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
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@ -153,18 +122,6 @@ void Update()
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* - Meant for cleanup
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*/
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void Stop() {
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// Cleanup
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//Cube->VAO.Delete();
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//Cube->elementBuffer.Delete();
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//Cube2->VAO.Delete();
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//Cube2->elementBuffer.Delete();
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//delete Cube2;
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//delete Cube;
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//delete matCube;
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//delete matCube2;
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delete MI;
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delete shader;
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}
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