Externalized ImGUI compilation and fixed white screen issue

This commit is contained in:
2022-06-10 21:06:20 +02:00
parent 82e0f473fb
commit 7b9685c381
8 changed files with 53 additions and 24 deletions

View File

@ -54,7 +54,7 @@ std::vector<BarinkEngine::Mesh> ModelImporter::Test() {
//spdlog::info("======= Assimp ======");
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile("build/SandboxApplication/Debug/Cube.obj", aiProcess_Triangulate | aiProcess_FlipUVs);
const aiScene* scene = importer.ReadFile("build/SandboxApplication/Debug/Models/Cube.obj", aiProcess_Triangulate | aiProcess_FlipUVs);
aiNode* currentNode = scene->mRootNode;

View File

@ -30,7 +30,7 @@ Renderable::Renderable()
VAO.AttachAttribute(0, 3, sizeof(BarinkEngine::Vertex));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex),(void*) offsetof(BarinkEngine::Vertex, vertices));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex),(void* )offsetof(BarinkEngine::Vertex, vertices));
glEnableVertexAttribArray(1);
vertexBuffer.Unbind(false);

View File

@ -1,5 +1,5 @@
#include "Graphics/Shader.h"
#include "spdlog/spdlog.h"
Shader::Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath)
{
char infoLog[512];
@ -15,7 +15,7 @@ Shader::Shader(const std::string vertexShaderPath, const std::string fragmentSha
glGetShaderiv(vertId, GL_COMPILE_STATUS, &succes);
if(!succes){
glGetShaderInfoLog(vertId, 512, NULL, infoLog);
//spdlog::error( "Vertex shader has compile error {}", infoLog);
spdlog::error( "Vertex shader has compile error {}", infoLog);
return;
}
@ -33,7 +33,7 @@ Shader::Shader(const std::string vertexShaderPath, const std::string fragmentSha
glGetShaderiv(fragId, GL_COMPILE_STATUS, &succes);
if(!succes){
glGetShaderInfoLog(fragId, 512, NULL, infoLog);
//spdlog::error("Fragment shader has compile error {}", infoLog);
spdlog::error("Fragment shader has compile error {}", infoLog);
return;
}
@ -63,7 +63,7 @@ char* Shader::readFile (const char* filePath){
file.open(filePath);
if(file.is_open() == false){
//spdlog::info("File not found.");
spdlog::info("File not found.");
return nullptr;
}

View File

@ -1,14 +1,11 @@
#version 440 core
out vec4 FragColor;
uniform vec3 Color;
in vec2 TexCoord;
uniform sampler2D Texture;
void main(){
FragColor = mix ( texture(Texture, TexCoord), vec4(Color, 1.0f));
FragColor = mix ( texture(Texture, TexCoord), vec4(Color, 1.0f), 0.5f);
}