Adding / organizing the workspace into multple seperate projects
This commit is contained in:
85
SandboxApp/src/GUI.cpp
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85
SandboxApp/src/GUI.cpp
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#include "GUI.h"
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void SceneExplorer(const std::string& PanelName) {
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ImGui::Begin(PanelName.c_str());
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//if (ImGui::ListBoxHeader("##ObjectList")) {
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//Node& current = scene.GetRoot();
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//Node* next = ¤t;
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// Show first node
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//ImGui::Selectable(next->name.c_str(), true);
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// ImGui::Selectable("Scene Node", true);
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// ImGui::Indent();
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/*
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if (next->children.size() != 0) {
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for (auto child : next->children)
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{
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std::string& name = child->name;
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ImGui::Selectable(name.c_str(), false);
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}
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}
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*/
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// ImGui::ListBoxFooter();
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// }
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ImGui::End();
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}
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void CameraTool() {
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static float Zoom = 0;
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static glm::vec3 Position = glm::vec3(0.0f, 0.0f, 0.0f);
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static glm::vec3 Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
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ImGui::Begin("Camera");
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ImGui::SliderFloat("Zoom:", &Zoom, 10, 190);
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ImGui::InputFloat3("Position:", &Position[0]);
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ImGui::InputFloat3("Rotation:", &Rotation[0]);
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ImGui::End();
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}
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void ScriptingTool(char* code) {
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ImGui::Begin("Scripting");
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ImGui::Text("Lua Code");
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ImGui::InputTextMultiline("##", code, 255);
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bool runCode = ImGui::Button("Run");
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ImGui::End();
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}
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void SceneView(Framebuffer& framebuffer ) {
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ImGui::Begin("Viewport");
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ImGui::Image((void*)(intptr_t)framebuffer.GetColourAttachment(), ImVec2{800, 600});
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ImGui::End();
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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 materialWindow(Material& material, std::string PanelName) {
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ImGui::Begin(PanelName.c_str());
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ImGui::ColorPicker3("Color:", &material.Color[0]);
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ImGui::End();
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}
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102
SandboxApp/src/Sandbox.cpp
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102
SandboxApp/src/Sandbox.cpp
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#include "../../BarinkEngine/src/BarinkEngine.h"
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#include "../../BarinkEngine/src/Scene/SceneManager.h"
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#include "../../BarinkEngine/src/Scene/SceneNodeTypes.h"
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#include "../../BarinkEngine/src/AssetManager/ModelImporter.h"
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#include "../../BarinkEngine/src/Graphics/Framebuffer.h"
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#include <imgui.h>
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#include "GUI.h"
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#include "Util.h"
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/*
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* Define globals
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*/
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Shader* shader;
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char* code = new char[254];
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const std::string vertexShaderSource = "build/Debug/test.vs";
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const std::string fragmentShaderSource = "build/Debug/test.fs";
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BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
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Framebuffer* framebuffer;
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Scene* Level1;
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BarinkEngine::SceneObject* cube;
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/*
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* Runs once at startup
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* - USe to initialize the game/sandbox/demo
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*/
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void Start() {
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// Build a basic test scene
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// NOTE: This will later be done through an editor
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// Create a level and load it as the current level
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std::string levelName("Test Level");
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Level1 = SceneManager::CreateScene(levelName);
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SceneManager::LoadScene(*Level1);
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shader = new Shader(vertexShaderSource, fragmentShaderSource);
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// Create a cube node
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cube = MI->Import("build/Debug/Models/cube.obj");
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cube->renderable->material = new Material(*shader);
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cube->renderable->material->Color = glm::vec3(1.0f, 0.0f, 0.0f);
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// What is in cube now ??
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std::cout << "mesh vertices: " << cube->renderable->mesh->vertices.size() << std::endl;
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std::cout << "mesh elements: " << cube->renderable->mesh->elements.size() << std::endl;
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Level1->GetRoot().addChild(*cube);
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memset(code, '\0', 254);
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framebuffer = new Framebuffer();
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std::cout << "Colour attachment id; "<< framebuffer->GetColourAttachment() << std::endl;
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// TODO: Move to runtime/ Engine
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// NOTE: Submits should later be done through walking the sceneTree
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renderer.Submit(cube->renderable);
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}
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/*
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* Runs every frame
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* - Use to draw Immediate mode graphics (Not meant for HUD's )
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*/
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void ImmediateGraphicsDraw()
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{
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// Show internal BarinkEngine stats
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ShowStats();
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SceneView(*framebuffer);
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// Show different tooling for this specific sandbox
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CameraTool();
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ScriptingTool(code);
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SceneExplorer( "Scene Explorer");
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}
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/*
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* Runs every frame
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* - Meant for game logic ( non-physics related)
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*/
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void Update()
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{
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// glBindFramebuffer(GL_FRAMEBUFFER, framebuffer->GetId());
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renderer.Render(*framebuffer);
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// glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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/*
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* Runs at the end of the program
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* - Meant for cleanup
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*/
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void Stop()
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{
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delete framebuffer;
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delete MI;
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delete shader;
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}
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32
SandboxApp/src/Util.cpp
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32
SandboxApp/src/Util.cpp
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#include "Util.h"
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void PrintSceneTree(Node& 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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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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