Added Gorrilla-Audio and Tinygltf Library

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

10
.gitignore vendored
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@ -6,3 +6,13 @@ Makefile
.vscode/
libs/lua
libs/glad
Debug/
*.sln
*.vcxproj
*.vcxproj.filters
*.vcxproj.user
.vs/
x64/
*.gltf
!sponza.gltf

6
.gitmodules vendored
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@ -7,3 +7,9 @@
[submodule "spdlog"]
path = libs/spdlog
url = https://github.com/nigelbarink/spdlog.git
[submodule "tinygltf"]
path = libs/tinygltf
url = https://github.com/syoyo/tinygltf.git
[submodule "GorrillaAudio"]
path = libs/GorillaAudio
url = https://github.com/mewspring/gorilla-audio.git

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@ -0,0 +1,22 @@
#include <MyGraphicsEngine/Camera.h>
Camera::Camera(glm::vec3 position, glm::vec3 rotation, float zoom)
: Position(position), Rotation(rotation), Zoom(zoom) {
Front = glm::vec3(-1.0f, 0.0f, 0.0f);
Right = glm::vec3(0.0f, 0.0f, 1.0f);
Up = glm::vec3(0.0f, 1.0f, 0.0f);
}
Camera::~Camera() {
}
glm::mat4 Camera::GetViewMatrix() {
return glm::lookAt(
Position,
Position + Front,
Up
);
}

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@ -0,0 +1,47 @@
#include "include/AssetManager/ModelImporter.h"
void ModelImporter::ImportFBX(std::string path)
{
spdlog::warn("ImportFBX not implemented!");
}
void ModelImporter::ImportBlend(std::string path)
{
spdlog::warn("ImportBlend not implemented!");
}
void ModelImporter::ImportGLTF(std::string path)
{
spdlog::warn("ImportGLTF not implemented!");
}
void ModelImporter::ImportOBJ(std::string path)
{
spdlog::warn("ImportOBJ not implemented!");
}
void ModelImporter::Import(std::string path)
{
spdlog::warn("Import not implemented!");
}
void ModelImporter::Test() {
tinygltf::Model loadedModel;
tinygltf::TinyGLTF loader;
std::string error;
std::string warn;
bool ret = loader.LoadASCIIFromFile(&loadedModel, &error, &warn, "./Build/SandboxApplication/Debug/sponza.gltf");
if (!warn.empty())
spdlog::warn("TinyGLTF Warning: {}", warn);
if (!error.empty())
spdlog::error("TinyGLTF Error: {}", error);
if (!ret) {
spdlog::error("TinyGLTF Error: Failed to parse glTF");
exit(-1);
}
spdlog::info("Meshes in model: {}", loadedModel.meshes.size());
spdlog::info("Primitives in mesh: {}", loadedModel.meshes[0].primitives.size());
}

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@ -6,6 +6,7 @@ Shader::Shader(const std::string vertexShaderPath, const std::string fragmentSha
int succes;
char* vertexCode = readFile(vertexShaderPath.c_str());
spdlog::info(vertexCode);
unsigned int vertId = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertId, 1, &vertexCode, NULL);
@ -20,7 +21,7 @@ Shader::Shader(const std::string vertexShaderPath, const std::string fragmentSha
char* fragmentCode = readFile(fragmentShaderPath.c_str());
spdlog::info(fragmentCode);
unsigned int fragId = glCreateShader(GL_FRAGMENT_SHADER);
@ -93,3 +94,31 @@ void Shader::Use()
{
glUseProgram(id);
}
void Shader::setUniformMat4(std::string uniformName, glm::mat4 matrix4)
{
glUniformMatrix4fv(glGetUniformLocation(id, uniformName.c_str()), 1, GL_FALSE, glm::value_ptr(matrix4));
}
void Shader::setUniformVec4(std::string uniformName, glm::vec4 vector4)
{
glUniform4fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector4));
}
void Shader::setUniformVec3(std::string uniformName, glm::vec3 vector3)
{
glUniform3fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector3));
}
void Shader::setUniformVec2(std::string uniformName, glm::vec2 vector2)
{
glUniform2fv(glGetUniformLocation(id, uniformName.c_str()),1, glm::value_ptr(vector2));
}
void Shader::setUniformFloat(std::string uniformName, float value)
{
glUniform1f(glGetUniformLocation(id, uniformName.c_str()), value);
}
void Shader::setUniformInt(std::string uniformName, int value)
{
glUniform1i(glGetUniformLocation(id, uniformName.c_str()), value);
}

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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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@ -1,10 +1,19 @@
#pragma once
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
struct Camera {
class Camera {
public:
glm::vec3 Position;
glm::mat4 ViewMat;
glm::vec3 Rotation;
float Zoom;
Camera(glm::vec3 position, glm::vec3 rotation, float zoom );
~Camera();
glm::mat4 GetViewMatrix();
private:
glm::vec3 Front;
glm::vec3 Right;

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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);
};

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@ -1,8 +1,7 @@
#include <glad/glad.h>
#include <MyGraphicsEngine/Shader.h>
#include <MyGraphicsEngine/Window.h>
#include <MyGraphicsEngine/Camera.h>
#include <MyGraphicsEngine/Mesh.h>
#include <string>
/*
@ -13,16 +12,26 @@
#include "lualib.h"
}
*/
//#include <include/AssetManager/ModelImporter.h>
#include <gorilla/gau.h>
#include <gorilla/ga.h>
int main(int argc, char* argv[]) {
spdlog::info("Working directory: {}", argv[0]);
//ModelImporter::Test();
int main (int argc, char *argv[] ){
Mesh mesh;
mesh.vertices = {
0.5f, 0.5f, 0.0f, // top, right
0.5f, -0.5f, 0.0f, // bottom right
-0.5f, -0.5f, 0.0f, // bottom left
-0.5f, 0.5f, 0.0f // top left
glm::vec3( 0.5f, 0.5f, 0.0f), // top, right
glm::vec3( 0.5f, -0.5f, 0.0f), // bottom right
glm::vec3(-0.5f, -0.5f, 0.0f), // bottom left
glm::vec3(-0.5f, 0.5f, 0.0f) // top left
};
@ -30,6 +39,8 @@ int main (int argc, char *argv[] ){
0,1,3,
1,2,3
};
Camera cam(glm::vec3(2.0f, 0.0f, 0.0f), glm::vec3(0.0f,0.0f,0.0f), 90.0f);
BarinkWindow GameWindow(800, 600);
@ -37,8 +48,6 @@ int main (int argc, char *argv[] ){
std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
Shader shader (vertexShaderSource, fragmentShaderSource);
spdlog::info("Working directory: {}", argv[0]);
/*
* lua_State* L = luaL_newstate();
luaL_openlibs(L);
@ -46,8 +55,8 @@ int main (int argc, char *argv[] ){
luaL_dofile(L,"./script.lua");
*/
spdlog::info("Vertices: {}, {} bytes", mesh.vertices.size(), sizeof(glm::vec3));
spdlog::info("Elements: {}, {} bytes", mesh.elements.size(), sizeof(GLushort));
unsigned int VBO, VAO, EBO;
@ -55,35 +64,69 @@ int main (int argc, char *argv[] ){
glGenBuffers(1, &VBO);
glGenBuffers(1, &EBO);
spdlog::info("Vertices: {}", mesh.vertices.size());
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * mesh.vertices.size() , &mesh.vertices[0], GL_STATIC_DRAW);
glBufferData(GL_ARRAY_BUFFER, mesh.vertices.size() * sizeof(glm::vec3), &mesh.vertices[0], GL_STATIC_DRAW);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(int) * mesh.elements.size(), &mesh.elements[0], GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, mesh.elements.size() * sizeof(GLushort), &mesh.elements[0], GL_STATIC_DRAW);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), (void*)0);
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glm::vec3 rotation = glm::vec3(0.0f , 90.0f, 0.0f);
glm::mat4 tran = glm::translate(glm::mat4(),glm::vec3(0.0f, 0.0f, 0.0f));
glm::mat4 scale = glm::scale(glm::mat4(), glm::vec3(1.0f, 1.0f, 1.0f));
glm::mat4 rot =
glm::rotate(glm::mat4(), glm::radians(rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)) *
glm::rotate(glm::mat4(), glm::radians(rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)) *
glm::rotate(glm::mat4(), glm::radians(rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
glm::mat4 model = tran * rot * scale;
glm::mat4 projection = glm::perspective(cam.Zoom, (800.0f / 600.0f), 0.001f, 100.0f);
gau_Manager* mgr;
ga_Mixer* mixer;
ga_Sound sound;
ga_Handle handle;
gau_SampleSourceLoop* loopSrc = 0;
gau_SampleSourceLoop** pLoopSrc = &loopSrc;
gc_int32 loop = 0;
gc_int32 quit = 0;
gc_initialize(0);
mgr = gau_manager_create();
mixer = gau_manager_mixer(mgr);
while (!GameWindow.WindowShouldClose()) {
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT) ;
shader.Use();
shader.setUniformMat4("P", projection);
shader.setUniformMat4("M", model);
shader.setUniformMat4("V", cam.GetViewMatrix());
glBindVertexArray(VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_SHORT, NULL);
glBindVertexArray(0);
GameWindow.Poll();
}

File diff suppressed because it is too large Load Diff

1
libs/GorillaAudio Submodule

@ -0,0 +1 @@
Subproject commit bd41dddf007f0b8f4366ce082a6a0b9bd1e20508

1
libs/tinygltf Submodule

@ -0,0 +1 @@
Subproject commit a159945db9d97e79a30cb34e2aaa45fd28dea576

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@ -13,8 +13,11 @@ workspace "BarinkEngine"
includedirs {
"./libs/glad/include",
"./MyGraphicsEngine",
"./MyGraphicsEngine/include",
"./libs/spdlog/include",
"./libs/glm",
"./libs/GorillaAudio/include",
"./libs/lua/include",
"./libs/glfw/include",
}
@ -37,6 +40,7 @@ workspace "BarinkEngine"
}
defines {"DEBUG"}
symbols "On"
-- 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")
if err then error("Copy vertex shader source failed!") end
project "MyGraphicsEngine"
kind "StaticLib"
@ -54,6 +59,7 @@ workspace "BarinkEngine"
includedirs {
"./libs/glad/include",
"./libs/glfw/include",
"./libs/tinygltf",
"./libs/glew/include",
"./libs/spdlog/include",
"./libs/glm",
@ -73,8 +79,8 @@ workspace "BarinkEngine"
files {
"./libs/glad/src/glad.c",
"MyGraphicsEngine/*.h",
"MyGraphicsEngine/*.cpp"
"./MyGraphicsEngine/**/*.*" ,
"./MyGraphicsEngine/*.*"
}