Multiple changes to prepare for the basic render engine.
* Rendering 2 cubes * per cube transform panels * Updated TODO.md * Updated README.md
This commit is contained in:
parent
76c051e407
commit
8cc6ed1f15
@ -1,106 +1,53 @@
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#include "BarinkEngine.h"
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#include <imgui.h>
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extern void Start(int argc, char* argv[]);
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extern void Start();
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extern void Update();
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extern void ImmediateGraphicsDraw();
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extern void Stop();
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using namespace BarinkEngine;
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void DrawMyGUI();
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BarinkWindow* MainWindow;
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int main(int argc, char* argv[]) {
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// Startup services
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MainWindow = new BarinkWindow(800, 600);
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BarinkWindow MainWindow = BarinkWindow(800, 600);
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Renderer renderer = Renderer();
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InputManager InputSystem = InputManager();
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InputSystem.attach(&MainWindow);
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InputSystem.attach(MainWindow);
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GUIManager GUISystem = GUIManager(MainWindow);
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GUIManager GUISystem = GUIManager(&MainWindow);
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// First call to setup game
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Start(argc, argv);
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Start();
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// Runtime loop
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while (!MainWindow->WindowShouldClose()) {
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while (!MainWindow.WindowShouldClose()) {
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InputSystem.PollEvents();
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Update();
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renderer.Render();
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DrawMyGUI();
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ImmediateGraphicsDraw();
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GUISystem.Render();
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MainWindow->SwapBuffers();
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MainWindow.SwapBuffers();
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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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delete MainWindow;
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return 0;
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}
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void WARN(std::string message) {
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spdlog::warn(message);
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}
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void DrawMyGUI() {
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ImGui::NewFrame();
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ImGui::Begin("Transform");
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ImGui::Text("Cube");
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/*
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ImGui::InputFloat3("Position:", (float*)nullptr);
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ImGui::InputFloat3("Rotation:", (float*)nullptr);
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ImGui::InputFloat3("Scale:", (float*)nullptr);
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*/
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ImGui::End();
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ImGui::Begin("Camera");
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//ImGui::SliderFloat("Zoom:", &NULL, 10, 190);
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ImGui::End();
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ImGui::Begin("Scripting!!");
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//ImGui::InputTextMultiline("Lua Script", nullptr, 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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}
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@ -14,6 +14,7 @@
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#include "Input/InputManager.h"
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#include "Graphics/Renderer.h"
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#include "Graphics/GUI/GUIManager.h"
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#include "Scene.h"
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void WARN(std::string message);
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@ -1,26 +1,18 @@
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#pragma once
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#include <vector>
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#include "Mesh.h"
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#include "Transform.h"
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#include "Buffer.h"
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#include "VertexArray.h"
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#include "Scene.h"
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/*
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#include <MyGraphicsEngine/AssetManager/ModelImporter.h>
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#include <MyGraphicsEngine/MyGraphicsEngine/Buffer.h>
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#include <MyGraphicsEngine/MyGraphicsEngine/VertexArray.h>
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*/
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class Renderable {
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class Renderable : public SceneNode {
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public:
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Buffer vertexBuffer;
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Buffer elementBuffer;
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VertexArray VAO;
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Transform transform;
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~Renderable();
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static Renderable Load();
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static Renderable* Load();
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void Draw();
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private:
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@ -1,8 +0,0 @@
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#pragma once
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#include <glm/glm.hpp>
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struct Transform {
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glm::vec3 Position;
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glm::vec3 Rotation;
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glm::vec3 Scale;
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};
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47
BarinkEngine/Include/Scene.h
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47
BarinkEngine/Include/Scene.h
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#pragma once
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#include <string>
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#include <vector>
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#include "glm/glm.hpp"
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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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struct Transform {
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glm::vec3 Position;
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glm::vec3 Rotation;
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glm::vec3 Scale;
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glm::mat4 ModelMatrix;
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};
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class SceneNode {
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public:
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std::string name;
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Transform transform;
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SceneNode* parent;
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std::vector<SceneNode*> children;
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void addChild(SceneNode& node);
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};
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class Scene {
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public:
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SceneNode& GetSceneNode(std::string);
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SceneNode& GetRoot();
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Scene(std::string SceneName = "Default Scene");
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~Scene();
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private:
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SceneNode* root;
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};
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52
BarinkEngine/Scene.cpp
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52
BarinkEngine/Scene.cpp
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#include "Scene.h"
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SceneNode* SearchInChildren(SceneNode* root, std::string name ) {
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if (root->name == name)
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return root;
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SceneNode* 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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SceneNode& 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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SceneNode& Scene::GetRoot()
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{
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return *root;
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}
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Scene::Scene(std::string sceneName)
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{
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// Create a root node
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root = new SceneNode();
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root->name = sceneName;
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root->transform = Transform();
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root->transform.Position = glm::vec3(0);
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root->transform.Rotation = glm::vec3(0);
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root->transform.Scale = glm::vec3(0);
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root->transform.ModelMatrix = glm::mat4(0);
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}
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Scene::~Scene()
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{
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// Destruct scene!
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}
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void SceneNode::addChild(SceneNode& node)
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{
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children.push_back(&node);
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}
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@ -94,8 +94,6 @@ BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene
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vertices.push_back(vector);
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}
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//spdlog::info("{} == {}", mesh->mNumVertices, vertices.size());
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// Process Indices
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for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
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aiFace face = mesh->mFaces[i];
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Renderable Renderable::Load()
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Renderable* Renderable::Load()
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{
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return Renderable();
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return new Renderable();
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}
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Renderable::Renderable()
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27
README.md
27
README.md
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## Screenshots
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<img src="Screenshots/screen1.png" ></img>
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<img src="Screenshots/screen1.png" width="300"></img>
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<img src="Screenshots/screen2.png" width="300"></img>
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## Planning
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see [TODO](docs/TODO.md)
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_NOTE:_
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The planning is moving away from markdown in favor
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of gitea Projects. New planning will be visible on [this page](https://git.barink.dev/Nigel/MyGameEngine/projects).
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## Requirements
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#### Software
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* Premake
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* Git
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* C++ Compiler
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## Windows development workflow
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__added soon__
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User premake to generate project files for the approperiate build method.
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On Windows I assume you'll build with visual studio
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```bash
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User:~$ premake vs2022
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```
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## Linux development workflow
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__added soon__
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Use premake to generate project files for the approperiate build method.
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On Linux I assume you'll build with something like make.
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```bash
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User@Machine:~$ premake gmake2
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```
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#include "BarinkEngine.h"
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#include "imgui.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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Renderable* Cube2;
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char* code = new char[254];
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void Start(int argc, char* argv[]) {
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std::cout << "Hello start!" << std::endl;
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void PrintSceneTree(SceneNode& node, int depth ){
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// Indent name based on depth
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std::cout << " ";
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for (int i = 0; i < depth; i++) {
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std::cout << "-";
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}
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std::cout << " " << node.name << std::endl;
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depth++;
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for (auto child : node.children) {
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PrintSceneTree(*child, depth);
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}
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}
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void Start() {
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SceneNode MyCube = SceneNode();
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MyCube.name = "MyCube";
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SceneNode MyBaby = SceneNode();
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MyBaby.name = "Baby";
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SceneNode MySecondCube = SceneNode();
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MySecondCube.name = "MySecondCube";
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MyCube.addChild(MyBaby);
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Scene scene = Scene("My awesome Game Scene");
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scene.GetRoot().addChild(MyCube);
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scene.GetRoot().addChild(MySecondCube);
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// Walk scene graph
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PrintSceneTree(scene.GetRoot(),0);
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Cube = Renderable::Load();
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Cube2 = Renderable::Load();
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Cube->addChild(*Cube2);
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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 = new Shader(vertexShaderSource, fragmentShaderSource);
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memset(code, '\0', 254);
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}
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void transformWindow(Transform& transform, std::string PanelName) {
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ImGui::Begin(PanelName.c_str());
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ImGui::InputFloat3("Position:", (float*)&transform.Position[0]);
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ImGui::InputFloat3("Rotation:", (float*)&transform.Rotation[0]);
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ImGui::InputFloat3("Scale:", (float*)&transform.Scale[0]);
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ImGui::End();
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}
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void ImmediateGraphicsDraw() {
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ImGui::NewFrame();
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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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transformWindow(Cube->transform, "Transform (Cube)");
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transformWindow(Cube2->transform, "Transform (Cube2)");
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ImGui::Begin("Scripting!!");
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ImGui::InputTextMultiline("Lua Script", code, 255);
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bool runCode = ImGui::Button("Run");
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ImGui::End();
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ImGui::ShowDemoWindow();
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}
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glm::mat4 CalculateModelMat(Transform& transform) {
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glm::mat4 tran = glm::translate(glm::mat4(), transform.Position);
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glm::mat4 scale = glm::scale(glm::mat4(), transform.Scale);
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glm::mat4 rot =
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glm::rotate(glm::mat4(), glm::radians(transform.Rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)) *
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glm::rotate(glm::mat4(), glm::radians(transform.Rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)) *
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glm::rotate(glm::mat4(), glm::radians(transform.Rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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return tran * rot * scale;
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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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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 = Shader(vertexShaderSource, fragmentShaderSource);
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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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shader.Use();
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shader.setUniformMat4("P", projection);
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shader.setUniformMat4("M", CalculateModelMat(Cube->transform));
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shader.setUniformMat4("V", cam->GetViewMatrix());
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shader.setUniformVec3("MatColour", glm::vec3(1.0f, 0.0f, 0.0f));
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Cube->Draw();
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shader.setUniformMat4("M", CalculateModelMat(Cube2->transform));
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shader.setUniformVec3("MatColour", glm::vec3(0.0f, 1.0f, 0.0f));
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Cube2->Draw();
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}
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@ -56,7 +151,9 @@ void Stop() {
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Cube->VAO.Delete();
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Cube->elementBuffer.Delete();
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Cube2->VAO.Delete();
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Cube2->elementBuffer.Delete();
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delete Cube2;
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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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BIN
Screenshots/screen2.png
(Stored with Git LFS)
Normal file
BIN
Screenshots/screen2.png
(Stored with Git LFS)
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2
TODO.md
2
TODO.md
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<input type="checkbox" checked></input> Work on basic logging \
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<input type="checkbox"></input> Input handling \
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<input type="checkbox"></input> More shader work \
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<input type="checkbox"></input> Load FBX model files \
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<input type="checkbox" checked></input> Load FBX model files \
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<input type="checkbox"></input> Basic Physics \
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<input type="checkbox" checked> Running LUA \
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<input type="checkbox"> Lua Scripting \
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