Basic Scene creation

This commit is contained in:
2022-07-09 22:21:56 +02:00
parent f8b390923e
commit 6a2e8d3b2f
13 changed files with 80 additions and 108 deletions

View File

@ -11,27 +11,14 @@
* Define globals
*/
Camera* cam;
Shader* shader;
//BarinkEngine::Renderable* Cube;
//Material* matCube;
//Texture* textureCube;
//BarinkEngine::Renderable* Cube2;
//Material* matCube2;
char* code = new char[254];
const std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs";
const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
ModelImporter* MI = new ModelImporter();
BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
/*
* Runs once at startup
@ -40,13 +27,19 @@ ModelImporter* MI = new ModelImporter();
void Start() {
// Create a level and load it as the current level
auto Level1 = SceneManager::CreateScene("TestLevel");
std::string levelName("TestLevel");
auto Level1 = SceneManager::CreateScene(levelName);
SceneManager::LoadScene(*Level1);
// Create a cube node
Level1->GetRoot().addChild(*(MI->Import("build/SandboxApplication/Debug/Models")));
// Load a model
// *(MI->Import("build/SandboxApplication/Debug/Models/Cube.obj"))
//
std::string groupName("Nested-Group");
auto testGroup = new Group(groupName);
Level1->GetRoot().addChild( *testGroup);
// Build a basic test scene
// NOTE: This will later be done through an editor
@ -56,30 +49,6 @@ void Start() {
shader = new Shader(vertexShaderSource, fragmentShaderSource);
//textureCube = new Texture("build/SandboxApplication/Debug/Textures/wall.jpg");
//matCube = new Material(*shader);
//matCube->Color = glm::vec3(1.0, 0.0, 0.0);
//matCube2 = new Material(*shader);
//matCube2->Color = glm::vec3(0.0, 1.0f, 0.0);
/*
* load meshes
*/
//Cube =
//Cube2 = Renderable::Load();
//Cube->addChild(*Cube2);
//Cube->shader = shader;
//Cube2->shader = shader;
//Cube->texture = textureCube;
//Cube2->texture = textureCube;
//Cube2->transform.Position = glm::vec3(-9.0f, 0.0f, 0.0f);
//Cube->transform.Position = glm::vec3(-8.0f, 0.0f, -2.0f);
cam = new Camera(glm::vec3(0.0f, 1.5f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
@ -153,18 +122,6 @@ void Update()
* - Meant for cleanup
*/
void Stop() {
// Cleanup
//Cube->VAO.Delete();
//Cube->elementBuffer.Delete();
//Cube2->VAO.Delete();
//Cube2->elementBuffer.Delete();
//delete Cube2;
//delete Cube;
//delete matCube;
//delete matCube2;
delete MI;
delete shader;
}