Added Gorrilla-Audio and Tinygltf Library

Started laying out a assetManager / ModelImporter
This commit is contained in:
2022-05-04 11:10:26 +02:00
parent 8efa1d1d0a
commit 9c92cc05b7
14 changed files with 8810 additions and 33 deletions

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@ -0,0 +1,22 @@
#pragma once
#define TINYGLTF_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION
#define TINYGLTF_NO_EXTERNAL_IMAGE
#include <tiny_gltf.h>
#include <spdlog/spdlog.h>
#include <string>
class ModelImporter {
private:
void ImportFBX(std::string path);
void ImportBlend(std::string path);
void ImportGLTF(std::string path);
void ImportOBJ(std::string path);
public:
void Import(std::string path);
static void Test();
};

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@ -1,13 +1,22 @@
#pragma once
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
class Camera {
public:
glm::vec3 Position;
glm::vec3 Rotation;
float Zoom;
Camera(glm::vec3 position, glm::vec3 rotation, float zoom );
~Camera();
glm::mat4 GetViewMatrix();
struct Camera {
glm::vec3 Position;
glm::mat4 ViewMat;
float Zoom;
private:
glm::vec3 Front;
glm::vec3 Right;
glm::vec3 Up;
glm::vec3 Front;
glm::vec3 Right;
glm::vec3 Up;
};

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@ -1,10 +1,10 @@
#pragma once
#include <vector>
#include <glm/glm.hpp>
class Mesh {
public:
std::vector<float> vertices;
std::vector<int> elements;
std::vector<float> uv;
std::vector<glm::vec3> vertices;
std::vector<GLushort> elements;
std::vector<glm::vec2> uv;
};

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@ -4,15 +4,23 @@
#include <iostream>
#include <fstream>
#include <spdlog/spdlog.h>
#include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp>
class Shader {
private:
int id;
const size_t CHUNK_SIZE = 10;
char* readFile (const char* filePath);
public:
Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath);
void Use();
void setUniformMat4(std::string uniformName, glm::mat4 matrix4);
void setUniformVec4(std::string uniformName, glm::vec4 vector4);
void setUniformVec3(std::string uniformName, glm::vec3 vector3);
void setUniformVec2(std::string uniformName, glm::vec2 vector2);
void setUniformFloat(std::string uniformName, float value);
void setUniformInt(std::string uniformName, int value);
};