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:
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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40
SandboxApplication/Cube.obj
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40
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);
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glm::mat4 scale = glm::scale(glm::mat4(), t.Scale);
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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(t.Rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)) *
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glm::rotate(glm::mat4(), glm::radians(t.Rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)) *
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glm::rotate(glm::mat4(), glm::radians(t.Rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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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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@ -148,23 +100,23 @@ int main(int argc, char* argv[]) {
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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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glBindVertexArray(VAO);
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ElementBuffer.Bind(true);
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL);
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glBindVertexArray(0);
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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 Test Tool");
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ImGui::Begin("Test");
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ImGui::SliderFloat("Scale Y:", (float*)&t.Scale.y, 1, 4);
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ImGui::SliderFloat("Scale X:", (float*)&t.Scale.x, 1, 4);
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ImGui::SliderFloat("Position X:", (float*)&t.Position.z, -5, 5);
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ImGui::SliderFloat("Scale Y:", (float*)&Cube.transform.Scale.y, 1, 4);
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ImGui::SliderFloat("Scale X:", (float*)&Cube.transform.Scale.x, 1, 4);
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ImGui::SliderFloat("Camera Zoom:", &cam.Zoom, 40, 190);
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ImGui::SliderFloat("Position X:", (float*)&Cube.transform.Position.x, -9, -60);
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ImGui::SliderFloat("Rotate Y:", (float*)&Cube.transform.Rotation.y, 0, 180);
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ImGui::SliderFloat("Rotate Z:", (float*)&Cube.transform.Rotation.z, 0, 180);
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ImGui::End();
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@ -182,8 +134,8 @@ int main(int argc, char* argv[]) {
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ImGui_ImplGlfw_Shutdown();
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ImGui::DestroyContext();
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glDeleteVertexArrays(1, &VAO);
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ElementBuffer.Delete();
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Cube.VAO.Delete();
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Cube.elementBuffer.Delete();
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}
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