Made multiple managers for individual pieces
Added UIManager that renders the UI inside the window
This commit is contained in:
@ -1,146 +1,62 @@
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#include "BarinkEngine.h"
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using namespace BarinkEngine;
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Camera* cam;
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Renderable* Cube;
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Shader* shader;
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void Start(int argc, char* argv[]) {
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std::cout << "Hello start!" << std::endl;
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std::cout << "h" << std::endl;
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char cwd[256];
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memset(cwd, '\0', 256);
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// getcwd(cwd, 256);
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//spdlog::info("Working directory: {}", cwd);
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WARN("Hello warning");
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// BarinkWindow GameWindow(800, 600);
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}
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void UpdateApplication()
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{
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}
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/*
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int main(int argc, char* argv[]) {
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char cwd[256];
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memset(cwd, '\0', 256);
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getcwd(cwd, 256);
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spdlog::info("Working directory: {}", cwd);
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IMGUI_CHECKVERSION();
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ImGui::CreateContext();
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ImGuiIO& io = ImGui::GetIO();
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(void)io;
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ImGui::StyleColorsDark();
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ImGui_ImplGlfw_InitForOpenGL(GameWindow.windowptr(), true);
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ImGui_ImplOpenGL3_Init("#version 440");
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Camera cam(glm::vec3(0.0f, 1.5f, -10.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
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Renderable Cube = Renderable::Load();
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cam = new Camera (glm::vec3(0.0f, 1.5f, -10.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
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Cube = &Renderable::Load();
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spdlog::info("==== Load Shader(s) ====");
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std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs";
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std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
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Shader shader (vertexShaderSource, fragmentShaderSource);
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shader = new Shader(vertexShaderSource, fragmentShaderSource);
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lua_State* L = luaL_newstate();
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luaL_openlibs(L);
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luaL_dostring(L, "print('BarinkEngine')");
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spdlog::info("==== Run script ====");
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luaL_dofile(L,"build/SandboxApplication/Debug/script.lua");
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char* lua_code = new char[255];
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memset(lua_code, '\0', 255);
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bool runCode = false;
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while (!GameWindow.WindowShouldClose()) {
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if (runCode == true) {
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luaL_dostring(L,lua_code);
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runCode = false;
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}
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glm::mat4 tran = glm::translate(glm::mat4(), Cube.transform.Position);
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glm::mat4 scale = glm::scale(glm::mat4(), Cube.transform.Scale);
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glm::mat4 rot =
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glm::rotate(glm::mat4(), glm::radians(Cube.transform.Rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)) *
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glm::rotate(glm::mat4(), glm::radians(Cube.transform.Rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)) *
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glm::rotate(glm::mat4(), glm::radians(Cube.transform.Rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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glm::mat4 model = tran * rot * scale;
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glm::mat4 projection = glm::perspective(glm::radians(cam.Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
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GameWindow.Poll();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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shader.Use();
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shader.setUniformMat4("P", projection);
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shader.setUniformMat4("M", model);
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shader.setUniformMat4("V", cam.GetViewMatrix());
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Cube.Draw();
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGui::NewFrame();
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ImGui::Begin("Transform");
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ImGui::Text("Cube");
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ImGui::InputFloat3("Position:", (float*)&Cube.transform.Position);
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ImGui::InputFloat3("Rotation:", (float*)&Cube.transform.Rotation);
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ImGui::InputFloat3("Scale:", (float*)&Cube.transform.Scale);
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ImGui::End();
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ImGui::Begin("Camera");
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ImGui::SliderFloat("Zoom:", &cam.Zoom, 10, 190);
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ImGui::End();
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ImGui::Begin("Scripting!!");
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ImGui::InputTextMultiline("Lua Script", lua_code, 255);
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runCode = ImGui::Button("Run");
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ImGui::End();
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ImGui::ShowDemoWindow();
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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GameWindow.SwapBuffers();
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}
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// Cleanup
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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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Cube.VAO.Delete();
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Cube.elementBuffer.Delete();
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}
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*/
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void Update()
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{
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glm::mat4 tran = glm::translate(glm::mat4(), Cube->transform.Position);
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glm::mat4 scale = glm::scale(glm::mat4(), Cube->transform.Scale);
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glm::mat4 rot =
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glm::rotate(glm::mat4(), glm::radians(Cube->transform.Rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)) *
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glm::rotate(glm::mat4(), glm::radians(Cube->transform.Rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)) *
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glm::rotate(glm::mat4(), glm::radians(Cube->transform.Rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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glm::mat4 model = tran * rot * scale;
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glm::mat4 projection = glm::perspective(glm::radians(cam->Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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shader->Use();
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shader->setUniformMat4("P", projection);
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shader->setUniformMat4("M", model);
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shader->setUniformMat4("V", cam->GetViewMatrix());
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Cube->Draw();
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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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delete Cube;
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delete cam;
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delete shader;
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}
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