Externalized ImGUI compilation and fixed white screen issue
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82e0f473fb
commit
7b9685c381
@ -19,11 +19,15 @@ int main(int argc, char* argv[]) {
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GUIManager GUISystem = GUIManager(&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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// First call to setup game
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Start();
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Start();
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// Runtime loop
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// Runtime loop
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while (!MainWindow.WindowShouldClose()) {
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while (!MainWindow.WindowShouldClose()) {
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@ -54,7 +54,7 @@ std::vector<BarinkEngine::Mesh> ModelImporter::Test() {
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//spdlog::info("======= Assimp ======");
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//spdlog::info("======= Assimp ======");
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Assimp::Importer importer;
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile("build/SandboxApplication/Debug/Cube.obj", aiProcess_Triangulate | aiProcess_FlipUVs);
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const aiScene* scene = importer.ReadFile("build/SandboxApplication/Debug/Models/Cube.obj", aiProcess_Triangulate | aiProcess_FlipUVs);
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aiNode* currentNode = scene->mRootNode;
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aiNode* currentNode = scene->mRootNode;
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@ -30,7 +30,7 @@ Renderable::Renderable()
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VAO.AttachAttribute(0, 3, sizeof(BarinkEngine::Vertex));
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VAO.AttachAttribute(0, 3, sizeof(BarinkEngine::Vertex));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex),(void*) offsetof(BarinkEngine::Vertex, vertices));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex),(void* )offsetof(BarinkEngine::Vertex, vertices));
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glEnableVertexAttribArray(1);
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glEnableVertexAttribArray(1);
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vertexBuffer.Unbind(false);
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vertexBuffer.Unbind(false);
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@ -1,5 +1,5 @@
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#include "Graphics/Shader.h"
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#include "Graphics/Shader.h"
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#include "spdlog/spdlog.h"
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Shader::Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath)
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Shader::Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath)
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{
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{
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char infoLog[512];
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char infoLog[512];
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@ -15,7 +15,7 @@ Shader::Shader(const std::string vertexShaderPath, const std::string fragmentSha
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glGetShaderiv(vertId, GL_COMPILE_STATUS, &succes);
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glGetShaderiv(vertId, GL_COMPILE_STATUS, &succes);
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if(!succes){
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if(!succes){
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glGetShaderInfoLog(vertId, 512, NULL, infoLog);
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glGetShaderInfoLog(vertId, 512, NULL, infoLog);
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//spdlog::error( "Vertex shader has compile error {}", infoLog);
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spdlog::error( "Vertex shader has compile error {}", infoLog);
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return;
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return;
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}
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}
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@ -33,7 +33,7 @@ Shader::Shader(const std::string vertexShaderPath, const std::string fragmentSha
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glGetShaderiv(fragId, GL_COMPILE_STATUS, &succes);
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glGetShaderiv(fragId, GL_COMPILE_STATUS, &succes);
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if(!succes){
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if(!succes){
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glGetShaderInfoLog(fragId, 512, NULL, infoLog);
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glGetShaderInfoLog(fragId, 512, NULL, infoLog);
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//spdlog::error("Fragment shader has compile error {}", infoLog);
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spdlog::error("Fragment shader has compile error {}", infoLog);
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return;
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return;
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}
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}
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@ -63,7 +63,7 @@ char* Shader::readFile (const char* filePath){
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file.open(filePath);
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file.open(filePath);
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if(file.is_open() == false){
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if(file.is_open() == false){
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//spdlog::info("File not found.");
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spdlog::info("File not found.");
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return nullptr;
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return nullptr;
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}
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}
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@ -1,14 +1,11 @@
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#version 440 core
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#version 440 core
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out vec4 FragColor;
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out vec4 FragColor;
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uniform vec3 Color;
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uniform vec3 Color;
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in vec2 TexCoord;
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in vec2 TexCoord;
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uniform sampler2D Texture;
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uniform sampler2D Texture;
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void main(){
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void main(){
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FragColor = mix ( texture(Texture, TexCoord), vec4(Color, 1.0f));
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FragColor = mix ( texture(Texture, TexCoord), vec4(Color, 1.0f), 0.5f);
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}
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}
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@ -13,29 +13,43 @@ project "BarinkEngine"
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"../libs/physx/physx/include",
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"../libs/physx/physx/include",
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"../libs/steam-audio/include",
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"../libs/steam-audio/include",
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"../libs/assimp/include",
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"../libs/assimp/include",
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"../libs/glad/include",
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"../libs/glad/include",
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"../libs/glfw/include",
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"../libs/glfw/include",
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-- "../libs/tinygltf",
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"../libs/glew/include",
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"../libs/glew/include",
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"../libs/glm",
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"../libs/glm",
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"../libs/ImGui",
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"../libs/ImGui",
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}
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links {
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-- This needs to fall under the filter as the names can differ on different platforms
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"phonon",
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"lua54",
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"spdlog",
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"assimp-vc143-mtd",
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"glfw3",
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"ImGUI_Opengl3",
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}
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}
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libdirs {
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libdirs {
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"../libs/steam-audio/lib/windows-x64",
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"../libs/steam-audio/lib/windows-x64",
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"../libs/lua",
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"../libs/lua",
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"../libs/spdlog/build/Release",
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"../libs/spdlog/build/Release",
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"../libs/assimp/lib/Debug",
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"../libs/assimp/lib/Debug",
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"../libs/glfw/build/src/Debug",
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"../libs/glfw/build/src/Debug",
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"../libs/ImGui"
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}
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}
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files {
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files {
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"../libs/ImGui/*.cpp",
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"../libs/ImGui/backends/imgui_impl_glfw.cpp",
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"../libs/ImGui/backends/imgui_impl_Opengl3.cpp",
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"../libs/glad/src/glad.c",
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"../libs/glad/src/glad.c",
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"./*.cpp",
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"./*.cpp",
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@ -45,6 +59,7 @@ project "BarinkEngine"
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}
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}
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filter { "system:windows"}
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filter { "system:windows"}
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prebuildcommands {
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prebuildcommands {
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-- Copy shaders
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-- Copy shaders
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@ -54,14 +69,7 @@ project "BarinkEngine"
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"copy graphics\\shaders\\RenderSurfaceVert.shader ..\\build\\SandboxApplication\\Debug\\RenderSurface.vs"
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"copy graphics\\shaders\\RenderSurfaceVert.shader ..\\build\\SandboxApplication\\Debug\\RenderSurface.vs"
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}
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}
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links {
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-- This needs to fall under the filter as the names can differ on different platforms
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"phonon",
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"lua54",
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"spdlog",
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"assimp-vc143-mtd",
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"glfw3"
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}
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filter { "system:linux" }
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filter { "system:linux" }
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prebuildcommands {
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prebuildcommands {
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@ -71,3 +79,5 @@ project "BarinkEngine"
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"cp graphics/shaders/RenderSurfaceFrag.shader ../build/SandboxApplication/Debug/RenderSurface.fs",
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"cp graphics/shaders/RenderSurfaceFrag.shader ../build/SandboxApplication/Debug/RenderSurface.fs",
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"cp graphics/shaders/RenderSurfaceVert.shader ../build/SandboxApplication/Debug/RenderSurface.vs"
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"cp graphics/shaders/RenderSurfaceVert.shader ../build/SandboxApplication/Debug/RenderSurface.vs"
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}
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}
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include('../ImGui')
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18
ImGui/premake5.lua
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18
ImGui/premake5.lua
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project "ImGUI_Opengl3"
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kind "StaticLib"
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includedirs {
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"../libs/glfw/include",
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"../libs/ImGui"
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}
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files {
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"../libs/ImGui/*.cpp",
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"../libs/ImGui/backends/imgui_impl_glfw.cpp",
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"../libs/ImGui/backends/imgui_impl_Opengl3.cpp",
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}
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libdirs{
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"../libs/ImGui",
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"../libs/glad"
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}
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@ -58,7 +58,7 @@ void Start() {
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shader = new Shader(vertexShaderSource, fragmentShaderSource);
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shader = new Shader(vertexShaderSource, fragmentShaderSource);
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textureCube = new Texture("build/SandboxApplication/Debug/die.jpg");
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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 = new Material(*shader);
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matCube->Color = glm::vec3(1.0, 0.0, 0.0);
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matCube->Color = glm::vec3(1.0, 0.0, 0.0);
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