Incorrectly loading a model, Adding a VertexArray abstraction
* Using import library assimp to incorrectly load a cube.obj * Using a temporary Renderable class as a placeholder for all data needed to render the mesh. * Vertex Array abstraction added
This commit is contained in:
parent
eb0e7f7a51
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2
.gitignore
vendored
2
.gitignore
vendored
@ -16,3 +16,5 @@ x64/
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*.gltf
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!sponza.gltf
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imgui.ini
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3
.gitmodules
vendored
3
.gitmodules
vendored
@ -16,3 +16,6 @@
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[submodule "ImGui"]
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path = libs/ImGui
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url = https://github.com/ocornut/imgui.git
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[submodule "assimp"]
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path = libs/assimp
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url = https://github.com/assimp/assimp.git
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@ -1,5 +1,6 @@
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#include "include/AssetManager/ModelImporter.h"
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void ModelImporter::ImportFBX(std::string path)
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{
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spdlog::warn("ImportFBX not implemented!");
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@ -25,7 +26,10 @@ void ModelImporter::Import(std::string path)
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spdlog::warn("Import not implemented!");
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}
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void ModelImporter::Test() {
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std::vector<BarinkEngine::Mesh> ModelImporter::Test() {
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/*
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spdlog::info("====== Tiny GLTF ======");
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tinygltf::Model loadedModel;
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tinygltf::TinyGLTF loader;
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std::string error;
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@ -44,4 +48,68 @@ void ModelImporter::Test() {
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spdlog::info("Meshes in model: {}", loadedModel.meshes.size());
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spdlog::info("Primitives in mesh: {}", loadedModel.meshes[0].primitives.size());
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*/
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spdlog::info("======= Assimp ======");
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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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aiNode* currentNode = scene->mRootNode;
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return processNode(currentNode, scene);
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}
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std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene) {
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std::vector<BarinkEngine::Mesh> meshes;
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for (unsigned int i = 0; i < node->mNumMeshes; i++) {
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aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
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meshes.push_back(processMesh(mesh, scene));
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}
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for (unsigned int i = 0; i < node->mNumChildren; i++) {
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auto m2 = processNode(node->mChildren[i], scene);
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for(auto m : m2) {
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meshes.push_back(m);
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}
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}
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return meshes;
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}
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BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene) {
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std::vector<glm::vec3> vertices ;
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std::vector<unsigned int> indices;
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// Process vertices
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for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
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glm::vec3 vector;
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vector.x = mesh->mVertices[i].x;
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vector.y = mesh->mVertices[i].y;
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vector.z = mesh->mVertices[i].z;
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vertices.push_back(vector);
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}
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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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if (face.mNumIndices < 3)
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continue;
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for (unsigned int j = 0; j < face.mNumIndices; j++) {
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indices.push_back(face.mIndices[j]);
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}
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}
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BarinkEngine::Mesh result;
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result.vertices = vertices;
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result.elements = indices;
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return result;
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}
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@ -58,7 +58,7 @@ Shader::Shader(const std::string vertexShaderPath, const std::string fragmentSha
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}
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char* Shader::readFile (const char* filePath){
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spdlog::info("try Open file {}", filePath);
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std::ifstream file ;
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file.open(filePath);
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25
MyGraphicsEngine/VertexArray.cpp
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MyGraphicsEngine/VertexArray.cpp
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@ -0,0 +1,25 @@
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#include <MyGraphicsEngine/VertexArray.h>
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#include <glad/glad.h>
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void VertexArray::Create(){
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glGenVertexArrays(1, &id);
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}
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void VertexArray::Bind(){
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glBindVertexArray(id);
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}
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void VertexArray::Unbind(){
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glBindVertexArray(0);
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}
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void VertexArray::Delete() {
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glDeleteVertexArrays(1, &id);
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}
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void VertexArray::AttachAttribute(unsigned int index , int size, int stride ){
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glVertexAttribPointer(index, size, GL_FLOAT, GL_FALSE, stride, 0);
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glEnableVertexAttribArray(0);
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}
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@ -4,7 +4,10 @@
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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#define TINYGLTF_NO_EXTERNAL_IMAGE
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#include <tiny_gltf.h>
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#include <MyGraphicsEngine/Mesh.h>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <spdlog/spdlog.h>
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#include <string>
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@ -14,9 +17,11 @@ private:
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void ImportBlend(std::string path);
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void ImportGLTF(std::string path);
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void ImportOBJ(std::string path);
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static BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene);
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static std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene);
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public:
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void Import(std::string path);
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static void Test();
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static std::vector<BarinkEngine::Mesh> Test();
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};
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12
MyGraphicsEngine/include/Editor/EditorWindow.h
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12
MyGraphicsEngine/include/Editor/EditorWindow.h
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@ -0,0 +1,12 @@
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#pragma once
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#include <string>
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class EditorWindow {
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protected:
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std::string WindowTitle;
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public:
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virtual void Show() = 0;
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};
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@ -1,10 +1,12 @@
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#pragma once
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#include <vector>
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#include <glm/glm.hpp>
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namespace BarinkEngine{
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class Mesh {
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public:
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std::vector<glm::vec3> vertices;
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std::vector<GLushort> elements;
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std::vector<glm::vec2> uv;
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};
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class Mesh {
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public:
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std::vector<glm::vec3> vertices;
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std::vector<unsigned int > elements;
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std::vector<glm::vec2> uv;
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};
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}
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MyGraphicsEngine/include/MyGraphicsEngine/VertexArray.h
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MyGraphicsEngine/include/MyGraphicsEngine/VertexArray.h
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#pragma once
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class VertexArray{
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private:
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unsigned int id;
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public:
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void Create();
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void Bind();
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void Unbind();
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void Delete();
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void AttachAttribute(unsigned int index, int size, int stride);
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};
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@ -3,5 +3,5 @@
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out vec4 FragColor;
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void main(){
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FragColor = vec4(0.0f, 1.0f, 0.0f , 1.0f);
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FragColor = vec4(0.5f, 0.5f, 0.0f , 1.0f);
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}
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12
SandboxApplication/Cube.mtl
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12
SandboxApplication/Cube.mtl
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@ -0,0 +1,12 @@
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# Blender 3.1.2 MTL File: 'None'
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# www.blender.org
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newmtl Material
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Ns 360.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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SandboxApplication/Cube.obj
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SandboxApplication/Cube.obj
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# Blender 3.1.2
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# www.blender.org
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mtllib Cube.mtl
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o Cube
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v 1.000000 1.000000 -1.000000
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v 1.000000 -1.000000 -1.000000
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v 1.000000 1.000000 1.000000
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v 1.000000 -1.000000 1.000000
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v -1.000000 1.000000 -1.000000
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v -1.000000 -1.000000 -1.000000
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v -1.000000 1.000000 1.000000
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v -1.000000 -1.000000 1.000000
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vn -0.0000 1.0000 -0.0000
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vn -0.0000 -0.0000 1.0000
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vn -1.0000 -0.0000 -0.0000
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vn -0.0000 -1.0000 -0.0000
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vn 1.0000 -0.0000 -0.0000
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vn -0.0000 -0.0000 -1.0000
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vt 0.625000 0.500000
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vt 0.375000 0.500000
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vt 0.625000 0.750000
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vt 0.375000 0.750000
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vt 0.875000 0.500000
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vt 0.625000 0.250000
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vt 0.125000 0.500000
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vt 0.375000 0.250000
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vt 0.875000 0.750000
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vt 0.625000 1.000000
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vt 0.625000 0.000000
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vt 0.375000 1.000000
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vt 0.375000 0.000000
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vt 0.125000 0.750000
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s 0
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usemtl Material
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f 1/1/1 5/5/1 7/9/1 3/3/1
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f 4/4/2 3/3/2 7/10/2 8/12/2
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f 8/13/3 7/11/3 5/6/3 6/8/3
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f 6/7/4 2/2/4 4/4/4 8/14/4
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f 2/2/5 1/1/5 3/3/5 4/4/5
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f 6/8/6 5/6/6 1/1/6 2/2/6
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50
SandboxApplication/Renderable.cpp
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50
SandboxApplication/Renderable.cpp
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#include "Renderable.h"
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Renderable Renderable::Load()
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{
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return Renderable();
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}
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Renderable::Renderable()
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{
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meshes = ModelImporter::Test();
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transform.Scale = glm::vec3(1.0f);
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transform.Rotation = glm::vec3(0.0f, 90.0f, 0.0f);
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transform.Position = glm::vec3(0.0f, 0.0f, -10.0f);
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VAO.Create();
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VAO.Bind();
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vertexBuffer.createBuffer();
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vertexBuffer.Bind(false);
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vertexBuffer.setBufferData(&meshes[0].vertices[0], meshes[0].vertices.size() * sizeof(glm::vec3), false);
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elementBuffer.createBuffer();
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elementBuffer.Bind(true);
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elementBuffer.setBufferData(&meshes[0].elements[0], meshes[0].elements.size() * sizeof(unsigned int), true);
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VAO.AttachAttribute(0, 3, 0);
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vertexBuffer.Unbind(false);
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VAO.Unbind();
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}
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Renderable::~Renderable()
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{
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}
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void Renderable::Draw()
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{
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VAO.Bind();
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elementBuffer.Bind(true);
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glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(meshes[0].elements.size()), GL_UNSIGNED_SHORT, NULL);
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VAO.Unbind();
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}
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24
SandboxApplication/Renderable.h
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SandboxApplication/Renderable.h
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#pragma once
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#include <vector>
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#include <spdlog/spdlog.h>
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#include <MyGraphicsEngine/Mesh.h>
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#include <MyGraphicsEngine/Transform.h>
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#include <include/AssetManager/ModelImporter.h>
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#include <include/MyGraphicsEngine/Buffer.h>
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#include <include/MyGraphicsEngine/VertexArray.h>
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class Renderable {
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private:
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std::vector<BarinkEngine::Mesh> meshes;
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Renderable();
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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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void Draw();
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};
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@ -1,60 +1,37 @@
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#include <string>
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#include <MyGraphicsEngine/Shader.h>
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#include <MyGraphicsEngine/Window.h>
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#include <MyGraphicsEngine/Camera.h>
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#include <MyGraphicsEngine/Mesh.h>
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#include <MyGraphicsEngine/Transform.h>
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#include <MyGraphicsEngine/Buffer.h>
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#include <string>
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#include <glm/glm.hpp>
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#include "imgui.h"
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#include "backends/imgui_impl_glfw.h"
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#include "backends/imgui_impl_opengl3.h"
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#include "Renderable.h"
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#include <filesystem>
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/*
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* extern "C"
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extern "C"
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{
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#include "lauxlib.h"
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#include "lua.h"
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#include "lualib.h"
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}
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#include <include/AssetManager/ModelImporter.h>
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/*
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#include <gorilla/gau.h>
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#include <gorilla/ga.h>
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*/
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int main(int argc, char* argv[]) {
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spdlog::info("Working directory: {}", argv[0]);
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//ModelImporter::Test();
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Transform t;
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t.Scale.x = 1.0f;
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t.Scale.y = 1.0f;
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t.Rotation.y = 90.0f;
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Mesh mesh;
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mesh.vertices = {
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glm::vec3( 0.5f, 0.5f, 0.0f), // top, right
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glm::vec3( 0.5f, -0.5f, 0.0f), // bottom right
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glm::vec3(-0.5f, -0.5f, 0.0f), // bottom left
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glm::vec3(-0.5f, 0.5f, 0.0f) // top left
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};
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mesh.elements = {
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0,1,3,
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1,2,3
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};
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Camera cam(glm::vec3(2.0f, 0.0f, 0.0f), glm::vec3(0.0f,0.0f,0.0f), 90.0f);
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char cwd[256];
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getcwd(cwd, 256);
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spdlog::info("Working directory: {}", cwd);
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BarinkWindow GameWindow(800, 600);
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@ -66,45 +43,22 @@ int main(int argc, char* argv[]) {
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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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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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/*
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* lua_State* L = luaL_newstate();
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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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luaL_dofile(L,"./script.lua");
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*/
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spdlog::info("Vertices: {}, {} bytes", mesh.vertices.size(), sizeof(glm::vec3));
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spdlog::info("Elements: {}, {} bytes", mesh.elements.size(), sizeof(GLushort));
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Buffer VertexBuffer;
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Buffer ElementBuffer;
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unsigned int VAO;
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glGenVertexArrays(1, &VAO);
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glBindVertexArray(VAO);
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VertexBuffer.createBuffer();
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VertexBuffer.Bind(false);
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VertexBuffer.setBufferData(&mesh.vertices[0], mesh.vertices.size() * sizeof(glm::vec3),false);
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ElementBuffer.createBuffer();
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ElementBuffer.Bind(true);
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ElementBuffer.setBufferData(&mesh.elements[0], mesh.elements.size() * sizeof(GLushort), true);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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VertexBuffer.Unbind(false);
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glBindVertexArray(0);
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spdlog::info("==== Run script ====");
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luaL_dofile(L,"build/SandboxApplication/Debug/script.lua");
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/*
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* gau_Manager* mgr;
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@ -122,17 +76,15 @@ int main(int argc, char* argv[]) {
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mixer = gau_manager_mixer(mgr);
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*/
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while (!GameWindow.WindowShouldClose()) {
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glm::mat4 tran = glm::translate(glm::mat4(), t.Position);
|
||||
glm::mat4 scale = glm::scale(glm::mat4(), t.Scale);
|
||||
glm::mat4 tran = glm::translate(glm::mat4(), Cube.transform.Position);
|
||||
glm::mat4 scale = glm::scale(glm::mat4(), Cube.transform.Scale);
|
||||
glm::mat4 rot =
|
||||
glm::rotate(glm::mat4(), glm::radians(t.Rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)) *
|
||||
glm::rotate(glm::mat4(), glm::radians(t.Rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)) *
|
||||
glm::rotate(glm::mat4(), glm::radians(t.Rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
glm::rotate(glm::mat4(), glm::radians(Cube.transform.Rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)) *
|
||||
glm::rotate(glm::mat4(), glm::radians(Cube.transform.Rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)) *
|
||||
glm::rotate(glm::mat4(), glm::radians(Cube.transform.Rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
|
||||
|
||||
|
||||
glm::mat4 model = tran * rot * scale;
|
||||
@ -148,23 +100,23 @@ int main(int argc, char* argv[]) {
|
||||
shader.setUniformMat4("P", projection);
|
||||
shader.setUniformMat4("M", model);
|
||||
shader.setUniformMat4("V", cam.GetViewMatrix());
|
||||
glBindVertexArray(VAO);
|
||||
ElementBuffer.Bind(true);
|
||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL);
|
||||
glBindVertexArray(0);
|
||||
|
||||
|
||||
Cube.Draw();
|
||||
|
||||
ImGui_ImplOpenGL3_NewFrame();
|
||||
ImGui_ImplGlfw_NewFrame();
|
||||
ImGui::NewFrame();
|
||||
|
||||
ImGui::Begin("Transform Test Tool");
|
||||
ImGui::Begin("Test");
|
||||
|
||||
ImGui::SliderFloat("Scale Y:", (float*)&t.Scale.y, 1, 4);
|
||||
ImGui::SliderFloat("Scale X:", (float*)&t.Scale.x, 1, 4);
|
||||
|
||||
ImGui::SliderFloat("Position X:", (float*)&t.Position.z, -5, 5);
|
||||
ImGui::SliderFloat("Scale Y:", (float*)&Cube.transform.Scale.y, 1, 4);
|
||||
ImGui::SliderFloat("Scale X:", (float*)&Cube.transform.Scale.x, 1, 4);
|
||||
|
||||
ImGui::SliderFloat("Camera Zoom:", &cam.Zoom, 40, 190);
|
||||
ImGui::SliderFloat("Position X:", (float*)&Cube.transform.Position.x, -9, -60);
|
||||
|
||||
ImGui::SliderFloat("Rotate Y:", (float*)&Cube.transform.Rotation.y, 0, 180);
|
||||
ImGui::SliderFloat("Rotate Z:", (float*)&Cube.transform.Rotation.z, 0, 180);
|
||||
|
||||
ImGui::End();
|
||||
|
||||
@ -182,8 +134,8 @@ int main(int argc, char* argv[]) {
|
||||
ImGui_ImplGlfw_Shutdown();
|
||||
ImGui::DestroyContext();
|
||||
|
||||
glDeleteVertexArrays(1, &VAO);
|
||||
ElementBuffer.Delete();
|
||||
Cube.VAO.Delete();
|
||||
Cube.elementBuffer.Delete();
|
||||
|
||||
|
||||
}
|
||||
|
2
TODO.md
2
TODO.md
@ -9,7 +9,7 @@
|
||||
<input type="checkbox" checked></input> Basic Triangle rendering \
|
||||
<input type="checkbox" checked></input> Basic IMGui \
|
||||
<input type="checkbox"></input> Basic Textures \
|
||||
<input type="checkbox"></input> Link GLEW \
|
||||
<input type="checkbox" checked></input> Link GLEW or GLAD \
|
||||
<input type="checkbox" checked></input> Work on basic logging \
|
||||
<input type="checkbox"></input> Input handling \
|
||||
<input type="checkbox"></input> More shader work \
|
||||
|
10
imgui.ini
10
imgui.ini
@ -1,10 +0,0 @@
|
||||
[Window][Debug##Default]
|
||||
Pos=60,60
|
||||
Size=400,400
|
||||
Collapsed=0
|
||||
|
||||
[Window][Transform Test Tool]
|
||||
Pos=443,154
|
||||
Size=396,490
|
||||
Collapsed=0
|
||||
|
1
libs/assimp
Submodule
1
libs/assimp
Submodule
@ -0,0 +1 @@
|
||||
Subproject commit 19f2a624a9d69aa8d1680685766b76bd8983ffe8
|
10
premake5.lua
10
premake5.lua
@ -12,6 +12,7 @@ workspace "BarinkEngine"
|
||||
buildmessage "Building BarinkEngineSandbox ..."
|
||||
|
||||
includedirs {
|
||||
"./libs/assimp/include",
|
||||
"./libs/glad/include",
|
||||
"./MyGraphicsEngine",
|
||||
"./MyGraphicsEngine/include",
|
||||
@ -20,7 +21,9 @@ workspace "BarinkEngine"
|
||||
"./libs/GorillaAudio/include",
|
||||
"./libs/lua/include",
|
||||
"./libs/glfw/include",
|
||||
"./libs/ImGui"
|
||||
"./libs/ImGui",
|
||||
"./libs/lua/include"
|
||||
|
||||
}
|
||||
|
||||
libdirs{
|
||||
@ -31,7 +34,7 @@ workspace "BarinkEngine"
|
||||
}
|
||||
|
||||
links{
|
||||
"liblua",
|
||||
"lua54",
|
||||
"spdlog",
|
||||
"glfw3",
|
||||
"MyGraphicsEngine"
|
||||
@ -62,6 +65,7 @@ workspace "BarinkEngine"
|
||||
buildmessage "Building MyGraphicsEngine ..."
|
||||
|
||||
includedirs {
|
||||
"./libs/assimp/include",
|
||||
"./libs/glad/include",
|
||||
"./libs/glfw/include",
|
||||
"./libs/tinygltf",
|
||||
@ -74,11 +78,13 @@ workspace "BarinkEngine"
|
||||
|
||||
libdirs{
|
||||
"./libs/spdlog/build/Release",
|
||||
"./libs/assimp/lib/Debug",
|
||||
"./libs/glfw/build/src/Debug"
|
||||
}
|
||||
|
||||
links {
|
||||
"spdlog",
|
||||
"assimp-vc143-mtd",
|
||||
"glfw3"
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user