Basic Entity Components implementation
This commit is contained in:
parent
b359a940ba
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7458254b2d
@ -10,7 +10,7 @@
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <string>
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#include "../Scene/SceneNodeTypes.h"
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#include "../Scene/TransformTree/SceneNodeTypes.h"
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void ProcessVertices(aiMesh* mesh, std::vector<BarinkEngine::Vertex>& out_vertices);
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@ -6,7 +6,6 @@ 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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@ -14,27 +13,19 @@ int main(int argc, char* argv[]) {
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InputSystem = BarinkEngine::InputManager();
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ES = EngineStatistics();
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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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@ -47,11 +38,9 @@ int main(int argc, char* argv[]) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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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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return 0;
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@ -1,8 +1,8 @@
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#pragma once
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#include "glm/glm.hpp"
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#include "graphics/Shader.h"
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#include "graphics/Primitives/Shader.h"
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#include "Platform/Window.h"
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#include "graphics/Texture.h"
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#include "graphics/Primitives/Texture.h"
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#include "graphics/Primitives/Camera.h"
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#include "graphics/Renderable.h"
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#include "Graphics/Renderer.h"
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@ -13,7 +13,7 @@
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#include "Input/InputManager.h"
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#include "Graphics/Renderer.h"
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#include "GUI/GUIManager.h"
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#include "Scene.h"
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#include "Scene/Scene.h"
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#include "PerfCounter.h"
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@ -1,6 +1,6 @@
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#pragma once
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#include "VertexArray.h"
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#include "Buffer.h"
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#include "Memory/VertexArray.h"
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#include "Memory/Buffer.h"
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#include "Primitives/Mesh.h"
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#include "Primitives/Material.h"
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#include <glm/glm.hpp>
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@ -1,7 +1,7 @@
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#pragma once
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#include <glm/glm.hpp>
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#include <string>
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#include "../Shader.h"
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#include "Shader.h"
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class Material {
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public:
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@ -2,7 +2,7 @@
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#include <glad/glad.h>
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#include <GLFW/glfw3.h>
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include "../stb_image.h"
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#include <iostream>
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Texture::Texture(const std::string texturePath) {
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@ -1,8 +1,8 @@
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#pragma once
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#include "Primitives/Mesh.h"
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#include "Primitives/Material.h"
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#include "Texture.h"
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#include "../Scene.h"
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#include "Primitives/Texture.h"
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#include "../Scene/Scene.h"
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namespace BarinkEngine {
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@ -6,125 +6,18 @@ glm::mat4 projection = glm::perspective(glm::radians(cam.Zoom), (800.0f / 600.0f
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BarinkEngine::Renderer::Renderer()
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{
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models = std::vector<GPU_Bucket*>();
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}
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BarinkEngine::Renderer::~Renderer()
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{
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// CleanUp!
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// For each model submitted
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for ( auto packet : models )
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{
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delete packet;
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}
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// glDeleteBuffers(1, &UV_id);
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}
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void BarinkEngine::Renderer::Render()
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{
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Angle += 0.0001f;
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for (auto model : models) {
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// Push matrices etc ....
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model->vertexarray.Bind();
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model->elementBuffer.Bind(true);
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if (model->material == nullptr) {
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std::cout << "No material attached!" << std::endl;
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// continue; //NOTE: Or use some default Material
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}
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else {
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model->material->shader.Use();
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model->material->Apply();
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model->material->shader.setUniformVec3("Color", model->material->Color);
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void BarinkEngine::Renderer::Render(Scene& scene)
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{}
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model->material->shader.setUniformMat4("M", glm::rotate(glm::mat4(), Angle, glm::vec3(0.5f, 0.5f, 0.0f)));
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model->material->shader.setUniformMat4("V", cam.GetViewMatrix());
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model->material->shader.setUniformMat4("P", projection);
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// Update perf counters
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ES.verts = model->mesh->vertices.size();
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ES.DC++;
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glDrawElements(GL_TRIANGLES,
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static_cast<unsigned int>(model->mesh->elements.size()),
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GL_UNSIGNED_INT,
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NULL
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);
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}
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model->vertexarray.Unbind();
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}
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}
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void BarinkEngine::Renderer::Render(Framebuffer& framebuffer)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.GetId());
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glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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Angle += 0.0001f;
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for (auto model : models) {
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// Push matrices etc ....
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model->vertexarray.Bind();
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model->elementBuffer.Bind(true);
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if (model->material == nullptr) {
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std::cout << "No material attached!" << std::endl;
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// continue; //NOTE: Or use some default Material
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}
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else {
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model->material->shader.Use();
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model->material->Apply();
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model->material->shader.setUniformVec3("Color", model->material->Color);
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model->material->shader.setUniformMat4("M", glm::rotate(glm::mat4(), Angle, glm::vec3(0.5f, 0.5f, 0.0f)));
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model->material->shader.setUniformMat4("V", cam.GetViewMatrix());
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model->material->shader.setUniformMat4("P", projection);
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// Update perf counters
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ES.verts = model->mesh->vertices.size();
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ES.DC++;
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glDrawElements(GL_TRIANGLES,
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static_cast<unsigned int>(model->mesh->elements.size()),
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GL_UNSIGNED_INT,
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NULL
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);
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}
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model->vertexarray.Unbind();
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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// Upload data to cpu and add object to render list
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void BarinkEngine::Renderer::Submit(Renderable* model)
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{
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// Upload mesh data to gpu for render
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GPU_Bucket* bucket = new GPU_Bucket();
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bucket->material = model->material;
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bucket->Upload(*model->mesh);
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models.push_back(bucket);
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void Render(Framebuffer& framebuffer) {
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}
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#pragma once
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#include <vector>
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#include <iostream>
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#include <glm/gtc/matrix_transform.hpp>
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#include "glad/glad.h"
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#include "GLFW/glfw3.h"
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@ -10,7 +10,8 @@
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#include "Primitives/Camera.h"
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#include "Renderable.h"
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#include "GPUBucket.h"
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#include "Framebuffer.h"
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#include "Memory/Framebuffer.h"
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#include "../Scene/Components.h"
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namespace BarinkEngine {
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@ -19,14 +20,7 @@ namespace BarinkEngine {
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Renderer();
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~Renderer();
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void Render();
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void Render(Scene& scene );
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void Render(Framebuffer& framebuffer);
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void Submit(Renderable* model);
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private:
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std::vector<GPU_Bucket*> models;
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};
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}
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}
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BarinkWindow::BarinkWindow(const int width, const int height) :
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Width(width), Height(height), FullScreen(false){
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Width(width), Height(height), FullScreen(false)
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{
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if (InitGLFW()==false) {
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exit(-1);
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}
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@ -22,7 +23,7 @@ Width(width), Height(height), FullScreen(false){
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// glfwWindowHint(GLFW_DECORATED, GLFW_FALSE);
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// glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE);
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// Disable resizing the window
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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//glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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window = glfwCreateWindow(Width, Height, "BarinkEngine", NULL, NULL);
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@ -1,66 +0,0 @@
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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(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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}
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Scene::~Scene()
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{
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// Delete all nodes in the graph.
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DeleteSubGraph(root);
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}
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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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Node* found = nullptr;
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for (auto child : root->children) {
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found = SearchInChildren(child, name);
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}
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return found;
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}
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Node& Scene::GetSceneNode(std::string name)
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{
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return *SearchInChildren(root, name);
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}
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Node& Scene::GetRoot()
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{
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return *root;
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}
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void Node::addChild(Node& node)
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{
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children.push_back(&node);
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}
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void DeleteSubGraph(Node* tree)
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{
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if (tree->children.size() == 0) {
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delete tree;
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return;
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}
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for (auto child : tree->children) {
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if (child->children.size() > 0) {
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DeleteSubGraph(child);
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}
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}
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}
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#pragma once
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#include <string>
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#include <vector>
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#include "Graphics/Transform.h"
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#include "Scene/Node.h"
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/*
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* Scene should be a description of a game world
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*/
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class Scene {
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public:
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Node& GetSceneNode(std::string);
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Node& GetRoot();
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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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Node* root;
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};
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27
BarinkEngine/src/Scene/Components.h
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27
BarinkEngine/src/Scene/Components.h
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#pragma once
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#include <glm/glm.hpp>
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namespace BarinkEngine {
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struct TransformComponent {
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glm::mat4& transform = glm::mat4(1.0f);
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};
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struct CameraComponent {
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glm::mat4& view;
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};
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struct Render3DComponent {
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unsigned int VAO;
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unsigned int IBO;
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};
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struct Render2DComponent {
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glm::vec3 Colour;
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};
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};
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7
BarinkEngine/src/Scene/Entity.cpp
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7
BarinkEngine/src/Scene/Entity.cpp
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#include "Entity.h"
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Entity::Entity(entt::entity e, Scene* scene)
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: m_entity(e), m_scene(scene)
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{
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}
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22
BarinkEngine/src/Scene/Entity.h
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22
BarinkEngine/src/Scene/Entity.h
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#pragma once
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#include <entt/entt.hpp>
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class Scene;
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class Entity {
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public:
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Entity() = default;
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Entity(entt::entity e, Scene* scene);
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Entity(const Entity& other) = default;
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template<class T >
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T AddComponent() {
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return m_scene->m_registry.emplace<T>(m_entity);
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}
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private:
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entt::entity m_entity;
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Scene* m_scene;
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};
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14
BarinkEngine/src/Scene/Scene.cpp
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14
BarinkEngine/src/Scene/Scene.cpp
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#include "Scene.h"
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#include "Entity.h"
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Scene::Scene()
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{
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}
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Scene::~Scene()
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{}
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Entity Scene::AddEntity(std::string& name)
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{
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return { m_registry.create(), this };
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}
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22
BarinkEngine/src/Scene/Scene.h
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22
BarinkEngine/src/Scene/Scene.h
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#pragma once
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#include <string>
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#include <entt/entt.hpp>
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class Entity;
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class Scene
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{
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public:
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Scene();
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~Scene();
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Entity AddEntity(std::string& name);
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entt::registry& getReg() { return m_registry; }
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private:
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entt::registry m_registry;
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friend class Entity;
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};
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#pragma once
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#include "Graphics/Renderable.h"
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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 BarinkEngine::SceneObject* AddVisual(std::string name, BarinkEngine::Renderable& object, glm::vec3 position );
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};
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#include "SceneManager.h"
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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 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 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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//SceneManager::CurrentScene = &scene;
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}
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#pragma once
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#include <string>
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#include <map>
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#include "../Scene.h"
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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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static Scene& GetScene(const std::string& name);
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static void LoadScene(Scene& scene);
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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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};
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#pragma once
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#include <string>
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#include <vector>
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#include "../Graphics/Transform.h"
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#include "../../Graphics/Transform.h"
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class Node {
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public:
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#pragma once
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#include "../Graphics/Primitives/Camera.h"
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#include "../Graphics/Renderable.h"
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#include "../../Graphics/Primitives/Camera.h"
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#include "../../Graphics/Renderable.h"
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#include "Node.h"
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namespace BarinkEngine {
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#pragma once
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||||
#include "../../BarinkEngine/src/BarinkEngine.h"
|
||||
|
||||
void PrintSceneTree(Node& node, int depth);
|
||||
|
||||
glm::mat4 CalculateModelMat(Transform& transform);
|
@ -25,8 +25,8 @@ includedirs{
|
||||
"./../libs/glm",
|
||||
"./../libs/ImGui",
|
||||
|
||||
"../libs/entt/src",
|
||||
|
||||
"./include"
|
||||
|
||||
}
|
||||
|
||||
@ -35,6 +35,6 @@ libdirs {
|
||||
}
|
||||
|
||||
files {
|
||||
"./include/*.h",
|
||||
"./src/*.h",
|
||||
"./src/*.cpp"
|
||||
}
|
@ -68,8 +68,8 @@ void SceneView(Framebuffer& framebuffer ) {
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
||||
void transformWindow(Transform& transform, std::string PanelName) {
|
||||
/*
|
||||
* void transformWindow(Transform& transform, std::string PanelName) {
|
||||
ImGui::Begin(PanelName.c_str());
|
||||
ImGui::InputFloat3("Position:", (float*)&transform.Position[0]);
|
||||
ImGui::InputFloat3("Rotation:", (float*)&transform.Rotation[0]);
|
||||
@ -78,6 +78,8 @@ void transformWindow(Transform& transform, std::string PanelName) {
|
||||
|
||||
}
|
||||
|
||||
*/
|
||||
|
||||
void materialWindow(Material& material, std::string PanelName) {
|
||||
ImGui::Begin(PanelName.c_str());
|
||||
ImGui::ColorPicker3("Color:", &material.Color[0]);
|
||||
|
@ -1,11 +1,11 @@
|
||||
#pragma once
|
||||
#include "imgui.h"
|
||||
#include "../../BarinkEngine/src/BarinkEngine.h"
|
||||
#include "../../BarinkEngine/src/Graphics/Framebuffer.h"
|
||||
#include "../../BarinkEngine/src/Graphics/Memory/Framebuffer.h"
|
||||
|
||||
void CameraTool();
|
||||
void ScriptingTool(char* code);
|
||||
void transformWindow(Transform& transform, std::string PanelName);
|
||||
///void transformWindow(Transform& transform, std::string PanelName);
|
||||
void materialWindow(Material& material, std::string PanelName);
|
||||
void SceneExplorer(const std::string& PanelName);
|
||||
void SceneView(Framebuffer& framebuffer);
|
@ -1,56 +1,43 @@
|
||||
#include "../../BarinkEngine/src/BarinkEngine.h"
|
||||
#include "../../BarinkEngine/src/Scene/SceneManager.h"
|
||||
#include "../../BarinkEngine/src/Scene/SceneNodeTypes.h"
|
||||
#include "../../BarinkEngine/src/AssetManager/ModelImporter.h"
|
||||
#include "../../BarinkEngine/src/Graphics/Framebuffer.h"
|
||||
#include "../../BarinkEngine/src/Scene/Components.h"
|
||||
#include "../../BarinkEngine/src/Scene/Scene.h"
|
||||
#include "../../BarinkEngine/src/Scene/Entity.h"
|
||||
#include <imgui.h>
|
||||
#include "GUI.h"
|
||||
#include "Util.h"
|
||||
|
||||
#include <entt/entt.hpp>
|
||||
/*
|
||||
* Define globals
|
||||
*/
|
||||
Shader* shader;
|
||||
|
||||
char* code = new char[254];
|
||||
|
||||
//Shader* shader;
|
||||
const std::string vertexShaderSource = "build/Debug/test.vs";
|
||||
const std::string fragmentShaderSource = "build/Debug/test.fs";
|
||||
|
||||
BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
|
||||
Scene* Level1;
|
||||
BarinkEngine::SceneObject* cube;
|
||||
Scene scene;
|
||||
/*
|
||||
* Runs once at startup
|
||||
* - USe to initialize the game/sandbox/demo
|
||||
*/
|
||||
void Start() {
|
||||
// shader = new Shader(vertexShaderSource, fragmentShaderSource);
|
||||
|
||||
// Create a level and load it as the current level
|
||||
std::string levelName("Test Level");
|
||||
Level1 = SceneManager::CreateScene(levelName);
|
||||
SceneManager::LoadScene(*Level1);
|
||||
auto cube = scene.AddEntity((std::string&)"cube");
|
||||
auto transform = cube.AddComponent<BarinkEngine::TransformComponent>();
|
||||
auto render3DComponent = cube.AddComponent<BarinkEngine::Render3DComponent>();
|
||||
|
||||
shader = new Shader(vertexShaderSource, fragmentShaderSource);
|
||||
auto cube2 = scene.AddEntity((std::string&)"cube1");
|
||||
|
||||
// Create a cube node
|
||||
auto cube3 = scene.AddEntity((std::string&)"cube2");
|
||||
auto Transform2 = cube3.AddComponent<BarinkEngine::TransformComponent>();
|
||||
auto render3DComponent2 = cube3.AddComponent<BarinkEngine::Render3DComponent>();
|
||||
|
||||
cube = MI->Import("build/Debug/Models/cube.obj");
|
||||
cube->renderable->material = new Material(*shader);
|
||||
cube->renderable->material->Color = glm::vec3(1.0f, 0.0f, 0.0f);
|
||||
|
||||
// What is in cube now ??
|
||||
std::cout << "mesh vertices: " << cube->renderable->mesh->vertices.size() << std::endl;
|
||||
std::cout << "mesh elements: " << cube->renderable->mesh->elements.size() << std::endl;
|
||||
// Run over every transform component
|
||||
auto view = scene.getReg().view<BarinkEngine::TransformComponent, BarinkEngine::Render3DComponent>();
|
||||
view.each([](auto entity, auto& transform) {
|
||||
std::cout << "Found a transform !" << std::endl;
|
||||
});
|
||||
|
||||
Level1->GetRoot().addChild(*cube);
|
||||
|
||||
memset(code, '\0', 254);
|
||||
|
||||
// TODO: Move to runtime/ Engine
|
||||
// NOTE: Submits should later be done through walking the sceneTree
|
||||
|
||||
renderer.Submit(cube->renderable);
|
||||
|
||||
}
|
||||
|
||||
@ -71,7 +58,7 @@ void ImmediateGraphicsDraw()
|
||||
void Update()
|
||||
{
|
||||
|
||||
renderer.Render();
|
||||
renderer.Render(scene);
|
||||
|
||||
}
|
||||
|
||||
@ -81,6 +68,4 @@ void Update()
|
||||
*/
|
||||
void Stop()
|
||||
{
|
||||
delete MI;
|
||||
delete shader;
|
||||
}
|
@ -1,6 +1,7 @@
|
||||
#include "Util.h"
|
||||
|
||||
void PrintSceneTree(Node& node, int depth) {
|
||||
/*
|
||||
* void PrintSceneTree(Node& node, int depth) {
|
||||
// Indent name based on depth
|
||||
std::cout << " ";
|
||||
for (int i = 0; i < depth; i++) {
|
||||
@ -30,3 +31,5 @@ glm::mat4 CalculateModelMat(Transform& transform) {
|
||||
return tran * rot * scale;
|
||||
}
|
||||
|
||||
*/
|
||||
|
||||
|
6
SandboxApp/src/Util.h
Normal file
6
SandboxApp/src/Util.h
Normal file
@ -0,0 +1,6 @@
|
||||
#pragma once
|
||||
#include "../../BarinkEngine/src/BarinkEngine.h"
|
||||
|
||||
//void PrintSceneTree(Node& node, int depth);
|
||||
|
||||
//glm::mat4 CalculateModelMat(Transform& transform);
|
Loading…
Reference in New Issue
Block a user