Basic Scene creation
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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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