Added Gorrilla-Audio and Tinygltf Library
Started laying out a assetManager / ModelImporter
This commit is contained in:
parent
8efa1d1d0a
commit
9c92cc05b7
10
.gitignore
vendored
10
.gitignore
vendored
@ -6,3 +6,13 @@ Makefile
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.vscode/
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.vscode/
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libs/lua
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libs/lua
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libs/glad
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libs/glad
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Debug/
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*.sln
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*.vcxproj
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*.vcxproj.filters
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*.vcxproj.user
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.vs/
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x64/
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*.gltf
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!sponza.gltf
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6
.gitmodules
vendored
6
.gitmodules
vendored
@ -7,3 +7,9 @@
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[submodule "spdlog"]
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[submodule "spdlog"]
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path = libs/spdlog
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path = libs/spdlog
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url = https://github.com/nigelbarink/spdlog.git
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url = https://github.com/nigelbarink/spdlog.git
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[submodule "tinygltf"]
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path = libs/tinygltf
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url = https://github.com/syoyo/tinygltf.git
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[submodule "GorrillaAudio"]
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path = libs/GorillaAudio
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url = https://github.com/mewspring/gorilla-audio.git
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22
MyGraphicsEngine/Camera.cpp
Normal file
22
MyGraphicsEngine/Camera.cpp
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@ -0,0 +1,22 @@
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#include <MyGraphicsEngine/Camera.h>
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Camera::Camera(glm::vec3 position, glm::vec3 rotation, float zoom)
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: Position(position), Rotation(rotation), Zoom(zoom) {
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Front = glm::vec3(-1.0f, 0.0f, 0.0f);
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Right = glm::vec3(0.0f, 0.0f, 1.0f);
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Up = glm::vec3(0.0f, 1.0f, 0.0f);
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}
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Camera::~Camera() {
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}
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glm::mat4 Camera::GetViewMatrix() {
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return glm::lookAt(
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Position,
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Position + Front,
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Up
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);
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}
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47
MyGraphicsEngine/ModelImporter.cpp
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47
MyGraphicsEngine/ModelImporter.cpp
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@ -0,0 +1,47 @@
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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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}
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void ModelImporter::ImportBlend(std::string path)
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{
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spdlog::warn("ImportBlend not implemented!");
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}
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void ModelImporter::ImportGLTF(std::string path)
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{
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spdlog::warn("ImportGLTF not implemented!");
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}
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void ModelImporter::ImportOBJ(std::string path)
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{
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spdlog::warn("ImportOBJ not implemented!");
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}
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void ModelImporter::Import(std::string path)
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{
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spdlog::warn("Import not implemented!");
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}
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void ModelImporter::Test() {
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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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std::string warn;
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bool ret = loader.LoadASCIIFromFile(&loadedModel, &error, &warn, "./Build/SandboxApplication/Debug/sponza.gltf");
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if (!warn.empty())
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spdlog::warn("TinyGLTF Warning: {}", warn);
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if (!error.empty())
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spdlog::error("TinyGLTF Error: {}", error);
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if (!ret) {
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spdlog::error("TinyGLTF Error: Failed to parse glTF");
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exit(-1);
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}
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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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@ -6,6 +6,7 @@ Shader::Shader(const std::string vertexShaderPath, const std::string fragmentSha
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int succes;
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int succes;
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char* vertexCode = readFile(vertexShaderPath.c_str());
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char* vertexCode = readFile(vertexShaderPath.c_str());
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spdlog::info(vertexCode);
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unsigned int vertId = glCreateShader(GL_VERTEX_SHADER);
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unsigned int vertId = glCreateShader(GL_VERTEX_SHADER);
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glShaderSource(vertId, 1, &vertexCode, NULL);
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glShaderSource(vertId, 1, &vertexCode, NULL);
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@ -20,7 +21,7 @@ Shader::Shader(const std::string vertexShaderPath, const std::string fragmentSha
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char* fragmentCode = readFile(fragmentShaderPath.c_str());
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char* fragmentCode = readFile(fragmentShaderPath.c_str());
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spdlog::info(fragmentCode);
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unsigned int fragId = glCreateShader(GL_FRAGMENT_SHADER);
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unsigned int fragId = glCreateShader(GL_FRAGMENT_SHADER);
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@ -93,3 +94,31 @@ void Shader::Use()
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{
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{
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glUseProgram(id);
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glUseProgram(id);
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}
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}
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void Shader::setUniformMat4(std::string uniformName, glm::mat4 matrix4)
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{
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glUniformMatrix4fv(glGetUniformLocation(id, uniformName.c_str()), 1, GL_FALSE, glm::value_ptr(matrix4));
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}
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void Shader::setUniformVec4(std::string uniformName, glm::vec4 vector4)
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{
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glUniform4fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector4));
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}
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void Shader::setUniformVec3(std::string uniformName, glm::vec3 vector3)
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{
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glUniform3fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector3));
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}
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void Shader::setUniformVec2(std::string uniformName, glm::vec2 vector2)
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{
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glUniform2fv(glGetUniformLocation(id, uniformName.c_str()),1, glm::value_ptr(vector2));
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}
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void Shader::setUniformFloat(std::string uniformName, float value)
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{
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glUniform1f(glGetUniformLocation(id, uniformName.c_str()), value);
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}
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void Shader::setUniformInt(std::string uniformName, int value)
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{
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glUniform1i(glGetUniformLocation(id, uniformName.c_str()), value);
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}
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22
MyGraphicsEngine/include/AssetManager/ModelImporter.h
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22
MyGraphicsEngine/include/AssetManager/ModelImporter.h
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#pragma once
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#define TINYGLTF_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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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 <spdlog/spdlog.h>
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#include <string>
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class ModelImporter {
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private:
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void ImportFBX(std::string path);
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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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public:
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void Import(std::string path);
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static void Test();
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};
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@ -1,10 +1,19 @@
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#pragma once
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#pragma once
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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struct Camera {
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class Camera {
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public:
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glm::vec3 Position;
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glm::vec3 Position;
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glm::mat4 ViewMat;
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glm::vec3 Rotation;
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float Zoom;
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float Zoom;
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Camera(glm::vec3 position, glm::vec3 rotation, float zoom );
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~Camera();
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glm::mat4 GetViewMatrix();
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private:
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private:
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glm::vec3 Front;
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glm::vec3 Front;
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glm::vec3 Right;
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glm::vec3 Right;
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@ -1,10 +1,10 @@
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#pragma once
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#pragma once
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#include <vector>
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#include <vector>
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#include <glm/glm.hpp>
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class Mesh {
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class Mesh {
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public:
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public:
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std::vector<float> vertices;
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std::vector<glm::vec3> vertices;
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std::vector<int> elements;
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std::vector<GLushort> elements;
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std::vector<float> uv;
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std::vector<glm::vec2> uv;
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};
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};
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@ -4,15 +4,23 @@
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#include <iostream>
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#include <iostream>
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#include <fstream>
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#include <fstream>
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#include <spdlog/spdlog.h>
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#include <spdlog/spdlog.h>
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#include <glm/glm.hpp>
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#include <glm/gtc/type_ptr.hpp>
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class Shader {
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class Shader {
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private:
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private:
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int id;
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int id;
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const size_t CHUNK_SIZE = 10;
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char* readFile (const char* filePath);
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char* readFile (const char* filePath);
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public:
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public:
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Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath);
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Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath);
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void Use();
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void Use();
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void setUniformMat4(std::string uniformName, glm::mat4 matrix4);
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void setUniformVec4(std::string uniformName, glm::vec4 vector4);
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void setUniformVec3(std::string uniformName, glm::vec3 vector3);
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void setUniformVec2(std::string uniformName, glm::vec2 vector2);
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void setUniformFloat(std::string uniformName, float value);
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void setUniformInt(std::string uniformName, int value);
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};
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};
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@ -1,8 +1,7 @@
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#include <glad/glad.h>
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#include <MyGraphicsEngine/Shader.h>
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#include <MyGraphicsEngine/Shader.h>
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#include <MyGraphicsEngine/Window.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/Mesh.h>
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#include <string>
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#include <string>
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/*
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/*
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@ -13,16 +12,26 @@
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#include "lualib.h"
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#include "lualib.h"
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}
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}
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*/
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*/
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//#include <include/AssetManager/ModelImporter.h>
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#include <gorilla/gau.h>
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#include <gorilla/ga.h>
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int main(int argc, char* argv[]) {
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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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Mesh mesh;
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Mesh mesh;
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mesh.vertices = {
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mesh.vertices = {
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0.5f, 0.5f, 0.0f, // top, right
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glm::vec3( 0.5f, 0.5f, 0.0f), // top, right
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0.5f, -0.5f, 0.0f, // bottom right
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glm::vec3( 0.5f, -0.5f, 0.0f), // bottom right
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-0.5f, -0.5f, 0.0f, // bottom left
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glm::vec3(-0.5f, -0.5f, 0.0f), // bottom left
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-0.5f, 0.5f, 0.0f // top left
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glm::vec3(-0.5f, 0.5f, 0.0f) // top left
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};
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};
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@ -30,6 +39,8 @@ int main (int argc, char *argv[] ){
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0,1,3,
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0,1,3,
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1,2,3
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1,2,3
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};
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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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BarinkWindow GameWindow(800, 600);
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BarinkWindow GameWindow(800, 600);
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@ -37,8 +48,6 @@ int main (int argc, char *argv[] ){
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std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
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std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
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Shader shader (vertexShaderSource, fragmentShaderSource);
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Shader shader (vertexShaderSource, fragmentShaderSource);
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spdlog::info("Working directory: {}", argv[0]);
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/*
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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_openlibs(L);
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@ -46,8 +55,8 @@ int main (int argc, char *argv[] ){
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luaL_dofile(L,"./script.lua");
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luaL_dofile(L,"./script.lua");
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*/
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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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unsigned int VBO, VAO, EBO;
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unsigned int VBO, VAO, EBO;
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@ -55,35 +64,69 @@ int main (int argc, char *argv[] ){
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glGenBuffers(1, &EBO);
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spdlog::info("Vertices: {}", mesh.vertices.size());
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glBindVertexArray(VAO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * mesh.vertices.size() , &mesh.vertices[0], GL_STATIC_DRAW);
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glBufferData(GL_ARRAY_BUFFER, mesh.vertices.size() * sizeof(glm::vec3), &mesh.vertices[0], GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * mesh.elements.size(), &mesh.elements[0], GL_STATIC_DRAW);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.elements.size() * sizeof(GLushort), &mesh.elements[0], GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glBindVertexArray(0);
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glm::vec3 rotation = glm::vec3(0.0f , 90.0f, 0.0f);
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glm::mat4 tran = glm::translate(glm::mat4(),glm::vec3(0.0f, 0.0f, 0.0f));
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glm::mat4 scale = glm::scale(glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f));
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glm::mat4 rot =
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glm::rotate(glm::mat4(), glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)) *
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glm::rotate(glm::mat4(), glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)) *
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glm::rotate(glm::mat4(), glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
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glm::mat4 model = tran * rot * scale;
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glm::mat4 projection = glm::perspective(cam.Zoom, (800.0f / 600.0f), 0.001f, 100.0f);
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gau_Manager* mgr;
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ga_Mixer* mixer;
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ga_Sound sound;
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ga_Handle handle;
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gau_SampleSourceLoop* loopSrc = 0;
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gau_SampleSourceLoop** pLoopSrc = &loopSrc;
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gc_int32 loop = 0;
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gc_int32 quit = 0;
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gc_initialize(0);
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mgr = gau_manager_create();
|
||||||
|
mixer = gau_manager_mixer(mgr);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
while (!GameWindow.WindowShouldClose()) {
|
while (!GameWindow.WindowShouldClose()) {
|
||||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) ;
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) ;
|
||||||
|
|
||||||
shader.Use();
|
shader.Use();
|
||||||
|
shader.setUniformMat4("P", projection);
|
||||||
|
shader.setUniformMat4("M", model);
|
||||||
|
shader.setUniformMat4("V", cam.GetViewMatrix());
|
||||||
glBindVertexArray(VAO);
|
glBindVertexArray(VAO);
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
|
||||||
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
|
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL);
|
||||||
glBindVertexArray(0);
|
glBindVertexArray(0);
|
||||||
|
|
||||||
GameWindow.Poll();
|
GameWindow.Poll();
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
8573
SandboxApplication/sponza.gltf
Normal file
8573
SandboxApplication/sponza.gltf
Normal file
File diff suppressed because it is too large
Load Diff
1
libs/GorillaAudio
Submodule
1
libs/GorillaAudio
Submodule
@ -0,0 +1 @@
|
|||||||
|
Subproject commit bd41dddf007f0b8f4366ce082a6a0b9bd1e20508
|
1
libs/tinygltf
Submodule
1
libs/tinygltf
Submodule
@ -0,0 +1 @@
|
|||||||
|
Subproject commit a159945db9d97e79a30cb34e2aaa45fd28dea576
|
10
premake5.lua
10
premake5.lua
@ -13,8 +13,11 @@ workspace "BarinkEngine"
|
|||||||
|
|
||||||
includedirs {
|
includedirs {
|
||||||
"./libs/glad/include",
|
"./libs/glad/include",
|
||||||
|
"./MyGraphicsEngine",
|
||||||
"./MyGraphicsEngine/include",
|
"./MyGraphicsEngine/include",
|
||||||
"./libs/spdlog/include",
|
"./libs/spdlog/include",
|
||||||
|
"./libs/glm",
|
||||||
|
"./libs/GorillaAudio/include",
|
||||||
"./libs/lua/include",
|
"./libs/lua/include",
|
||||||
"./libs/glfw/include",
|
"./libs/glfw/include",
|
||||||
}
|
}
|
||||||
@ -37,6 +40,7 @@ workspace "BarinkEngine"
|
|||||||
}
|
}
|
||||||
|
|
||||||
defines {"DEBUG"}
|
defines {"DEBUG"}
|
||||||
|
|
||||||
symbols "On"
|
symbols "On"
|
||||||
|
|
||||||
-- NOTE: make these copy instructions more flexible
|
-- NOTE: make these copy instructions more flexible
|
||||||
@ -46,6 +50,7 @@ workspace "BarinkEngine"
|
|||||||
ok, err = os.copyfile("MyGraphicsEngine/shaders/vertex.shader", "build/SandboxApplication/Debug/test.vs")
|
ok, err = os.copyfile("MyGraphicsEngine/shaders/vertex.shader", "build/SandboxApplication/Debug/test.vs")
|
||||||
if err then error("Copy vertex shader source failed!") end
|
if err then error("Copy vertex shader source failed!") end
|
||||||
|
|
||||||
|
|
||||||
project "MyGraphicsEngine"
|
project "MyGraphicsEngine"
|
||||||
kind "StaticLib"
|
kind "StaticLib"
|
||||||
|
|
||||||
@ -54,6 +59,7 @@ workspace "BarinkEngine"
|
|||||||
includedirs {
|
includedirs {
|
||||||
"./libs/glad/include",
|
"./libs/glad/include",
|
||||||
"./libs/glfw/include",
|
"./libs/glfw/include",
|
||||||
|
"./libs/tinygltf",
|
||||||
"./libs/glew/include",
|
"./libs/glew/include",
|
||||||
"./libs/spdlog/include",
|
"./libs/spdlog/include",
|
||||||
"./libs/glm",
|
"./libs/glm",
|
||||||
@ -73,8 +79,8 @@ workspace "BarinkEngine"
|
|||||||
|
|
||||||
files {
|
files {
|
||||||
"./libs/glad/src/glad.c",
|
"./libs/glad/src/glad.c",
|
||||||
"MyGraphicsEngine/*.h",
|
"./MyGraphicsEngine/**/*.*" ,
|
||||||
"MyGraphicsEngine/*.cpp"
|
"./MyGraphicsEngine/*.*"
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user