Moving to a single renderer instance system
This commit is contained in:
parent
3974889f7e
commit
b03b82272f
@ -12,6 +12,7 @@
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#include <string>
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#include "Scene/SceneNodeTypes.h"
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void ProcessVertices(aiMesh* mesh, std::vector<BarinkEngine::Vertex>& out_vertices);
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void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices);
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@ -20,7 +21,7 @@ namespace BarinkEngine {
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public:
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SceneObject* Import(const std::string path);
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BarinkEngine::SceneObject* Import(const std::string path);
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private:
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@ -5,6 +5,7 @@
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#include "graphics/Texture.h"
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#include "graphics/Camera.h"
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#include "graphics/Renderable.h"
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#include "Graphics/Renderer.h"
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#include "Graphics/Material.h"
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#include "spdlog/spdlog.h"
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30
BarinkEngine/Include/Graphics/GPUBucket.h
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30
BarinkEngine/Include/Graphics/GPUBucket.h
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@ -0,0 +1,30 @@
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#pragma once
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#include "VertexArray.h"
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#include "Buffer.h"
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#include "Mesh.h"
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#include "Material.h"
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namespace BarinkEngine {
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class GPU_Bucket {
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public:
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GPU_Bucket();
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~GPU_Bucket();
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void Upload(const Mesh& renderable);
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GpuBuffer vertexBuffer;
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GpuBuffer elementBuffer;
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VertexArray vertexarray;
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const Mesh* mesh;
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const Material* material;
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private :
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unsigned int uv_id;
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};
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};
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@ -7,7 +7,7 @@ class Material {
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public:
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Material(const Shader& shader);
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void Apply();
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void Apply()const;
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glm::vec3 Color;
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@ -1,26 +1,12 @@
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#pragma once
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#include <vector>
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#include <glm/glm.hpp>
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#include "VertexArray.h"
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#include "Buffer.h"
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#include "Vertex.h"
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namespace BarinkEngine {
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struct Vertex {
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glm::vec3 vertices;
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glm::vec2 uv;
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};
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class Mesh {
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public:
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struct Mesh {
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std::vector<Vertex> vertices;
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std::vector<unsigned int> elements;
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private:
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GpuBuffer vertexBuffer;
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GpuBuffer elementBuffer;
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VertexArray VAO;
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unsigned int UV_id;
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};
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}
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@ -1,23 +1,14 @@
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#pragma once
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#include <vector>
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#include "Mesh.h"
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#include "Material.h"
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#include "Texture.h"
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#include "Scene.h"
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namespace BarinkEngine {
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class Renderable {
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public:
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Mesh mesh;
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struct Renderable {
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BarinkEngine::Mesh* mesh;
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Material* material;
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Texture* texture;
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Shader* shader;
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Renderable();
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~Renderable();
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};
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}
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@ -1,8 +1,16 @@
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#pragma once
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#include "Graphics/Renderable.h"
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#include <vector>
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#include <glm/gtc/matrix_transform.hpp>
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#include "glad/glad.h"
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#include "GLFW/glfw3.h"
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#include "PerfCounter.h"
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#include "Graphics/Camera.h"
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#include "Graphics/Renderable.h"
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#include "Graphics/GPUBucket.h"
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namespace BarinkEngine {
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class Renderer {
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@ -15,7 +23,7 @@ namespace BarinkEngine {
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void Submit(Renderable* model);
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private:
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std::vector<Renderable*> models;
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std::vector<GPU_Bucket*> models;
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};
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}
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@ -14,7 +14,7 @@ class Shader {
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char* readFile (const char* filePath);
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public:
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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() const;
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void setUniformMat4(std::string uniformName, glm::mat4 matrix4)const;
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void setUniformVec4(std::string uniformName, glm::vec4 vector4)const;
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void setUniformVec3(std::string uniformName, glm::vec3 vector3)const;
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9
BarinkEngine/Include/Graphics/Vertex.h
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9
BarinkEngine/Include/Graphics/Vertex.h
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@ -0,0 +1,9 @@
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#pragma once
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#include <glm/glm.hpp>
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namespace BarinkEngine {
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struct Vertex {
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glm::vec3 vertices;
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glm::vec2 uv;
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};
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}
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37
BarinkEngine/src/Graphics/GPUBucket.cpp
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37
BarinkEngine/src/Graphics/GPUBucket.cpp
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@ -0,0 +1,37 @@
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#include "Graphics/GPUBucket.h"
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BarinkEngine::GPU_Bucket::GPU_Bucket() {
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}
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BarinkEngine::GPU_Bucket::~GPU_Bucket() {
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}
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void BarinkEngine::GPU_Bucket::Upload(const Mesh& renderable) {
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// keep a ref to the origin in main memory
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mesh = &renderable;
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// Upload gpu
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vertexarray.Create();
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vertexarray.Bind();
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vertexBuffer.createBuffer();
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vertexBuffer.Bind(false);
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vertexBuffer.setBufferData((void*)&renderable.vertices[0], renderable.vertices.size() * sizeof(BarinkEngine::Vertex), false);
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if (renderable.elements.empty() == false) {
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elementBuffer.createBuffer();
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elementBuffer.Bind(true);
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elementBuffer.setBufferData((void*)&renderable.elements[0], renderable.elements.size() * sizeof(unsigned int), true);
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}
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vertexarray.AttachAttribute(0, 3, sizeof(Vertex));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex), (void*)offsetof(BarinkEngine::Vertex, vertices));
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glEnableVertexAttribArray(1);
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vertexBuffer.Unbind(false);
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vertexarray.Unbind();
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}
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@ -4,7 +4,8 @@ Material::Material(const Shader& shader) :
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shader(shader) {
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}
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void Material::Apply() const {
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void Material::Apply() {
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shader.Use();
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shader.setUniformVec3("Color", Color);
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}
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@ -1,9 +1,8 @@
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#include "AssetManager/ModelImporter.h"
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#include "spdlog/spdlog.h"
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BarinkEngine::SceneObject* BarinkEngine::ModelImporter::Import(const std::string path)
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{
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SceneObject* root = new SceneObject(std::string(path), nullptr);
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Assimp::Importer importer;
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@ -13,6 +12,12 @@ BarinkEngine::SceneObject* BarinkEngine::ModelImporter::Import(const std::string
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std::vector<BarinkEngine::Mesh> meshes = processNode(currentNode, scene);
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std::cout << "[DEBUG]: Loaded "<< meshes.size() << " meshes!" << std::endl;
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// create a renderable (per mesh ?? )
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root->renderable = new Renderable();
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root->renderable->mesh = &(meshes[0]);
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return root;
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@ -1,53 +0,0 @@
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#include "Graphics/Renderable.h"
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#include "AssetManager/ModelImporter.h"
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#include "PerfCounter.h"
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BarinkEngine::Renderable::Renderable()
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{
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/*
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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(BarinkEngine::Vertex), 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, sizeof(BarinkEngine::Vertex));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex),(void* )offsetof(BarinkEngine::Vertex, vertices));
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glEnableVertexAttribArray(1);
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//vertexBuffer.Unbind(false);
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VAO.Unbind();
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*/
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}
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BarinkEngine::Renderable::~Renderable()
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{
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// glDeleteBuffers(1, &UV_id);
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}
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// Draw call Example !!
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/*
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VAO.Bind();
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elementBuffer.Bind(true);
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glActiveTexture(GL_TEXTURE0);
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glUniform1i(glGetUniformLocation(shader->id, "Texture"), GL_TEXTURE0);
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texture->Bind();
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ES->verts = meshes[0].vertices.size();
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ES->DC++;
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glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(meshes[0].elements.size()), GL_UNSIGNED_INT, NULL);
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VAO.Unbind();
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*/
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@ -1,25 +1,77 @@
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#include "Graphics/Renderer.h"
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BarinkEngine::Renderer::Renderer()
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{
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models = std::vector<Renderable*>();
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models = std::vector<GPU_Bucket*>();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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BarinkEngine::Renderer::~Renderer()
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{
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// CleanUp!
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// For each model submitted
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for ( auto packet : models )
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{
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delete packet;
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}
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// glDeleteBuffers(1, &UV_id);
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}
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void BarinkEngine::Renderer::Render()
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{
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// This creation of the projection and camera is somewhat wastefull
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Camera cam = Camera(glm::vec3(0.0f, 1.5f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
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glm::mat4 projection = glm::perspective(glm::radians(cam.Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
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for (auto model : models) {
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//model->Draw();
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// Push matrices etc ....
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model->vertexarray.Bind();
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model->elementBuffer.Bind(true);
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if (model->material == nullptr) {
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std::cout << "No material attached!" << std::endl;
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}
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else {
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model->material->Apply();
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}
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// Update perf counters
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ES->verts = model->mesh->vertices.size();
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ES->DC++;
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glDrawElements( GL_TRIANGLES,
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static_cast<unsigned int>(model->mesh->elements.size()),
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GL_UNSIGNED_INT,
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NULL
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);
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model->vertexarray.Unbind();
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}
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}
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// Upload data to cpu and add object to render list
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void BarinkEngine::Renderer::Submit(Renderable* model)
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{
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models.push_back(model);
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// Upload mesh data to gpu for render
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GPU_Bucket* bucket = new GPU_Bucket();
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bucket->material = model->material;
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bucket->Upload(*model->mesh);
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models.push_back(bucket); // Maybe push a GPU packet or something instead
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}
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@ -1,5 +1,6 @@
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#include "Graphics/Shader.h"
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#include "spdlog/spdlog.h"
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Shader::Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath)
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{
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char infoLog[512];
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@ -57,6 +58,7 @@ Shader::Shader(const std::string vertexShaderPath, const std::string fragmentSha
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}
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char* Shader::readFile (const char* filePath){
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spdlog::info("Opening {} ", filePath);
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@ -93,7 +95,7 @@ char* Shader::readFile (const char* filePath){
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return FileBuffer;
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}
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void Shader::Use()
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void Shader::Use() const
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{
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glUseProgram(id);
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}
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@ -16,6 +16,15 @@ Width(width), Height(height), FullScreen(false){
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exit(-1);
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}
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glfwWindowHint(GLFW_DOUBLEBUFFER, GLFW_TRUE);
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glfwWindowHint(GLFW_FOCUS_ON_SHOW, GLFW_TRUE);
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// No window decorations such as a border, a close widget
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//glfwWindowHint(GLFW_DECORATED, GLFW_FALSE);
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//glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE);
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// Disable resizing the window
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glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
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window = glfwCreateWindow(Width, Height, "BarinkEngine", NULL, NULL);
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if( !window)
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@ -10,7 +10,6 @@
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/*
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* Define globals
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*/
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Camera* cam;
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Shader* shader;
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char* code = new char[254];
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@ -21,7 +20,8 @@ const std::string fragmentShaderSource = "../build/SandboxApplication/Debug/test
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BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
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Scene* Level1;
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// BarinkEngine::SceneObject* cube;
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BarinkEngine::Renderer* renderer;
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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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@ -35,29 +35,28 @@ void Start() {
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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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// Load a model
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auto cube = MI->Import("../build/SandboxApplication/Debug/Models/Cube.obj");
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cube = MI->Import("../build/SandboxApplication/Debug/Models/Cube.obj");
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cube->renderable->material = new Material(*shader);
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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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std::string groupName("Nested-Group");
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auto testGroup = new Group(groupName);
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Level1->GetRoot().addChild( *testGroup);
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std::string group2Name("Nested-Group2");
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auto testGroup2 = new Group(group2Name);
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Level1->GetRoot().addChild(*testGroup2);
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// Walk scene graph
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PrintSceneTree(Level1->GetRoot(),0);
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shader = new Shader(vertexShaderSource, fragmentShaderSource);
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cam = new Camera(glm::vec3(0.0f, 1.5f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
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memset(code, '\0', 254);
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}
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// TODO: Move to runtime/ Engine
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renderer = new BarinkEngine::Renderer();
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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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@ -74,7 +73,7 @@ void ImmediateGraphicsDraw() {
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ShowStats();
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// Show different tooling for this specific sandbox
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CameraTool(cam);
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// CameraTool(cam);
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ScriptingTool(code);
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SceneExplorer(*Level1, "Scene Explorer");
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@ -87,25 +86,8 @@ void ImmediateGraphicsDraw() {
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*/
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void Update()
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{
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/*
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* NOTE: this needs to move to the renderer
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* Render code should not appear in the sandbox file
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*/
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//glm::mat4 projection = glm::perspective(glm::radians(cam->Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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shader->Use();
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//shader->setUniformMat4("P", projection);
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//shader->setUniformMat4("M", CalculateModelMat(cube->transform));
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shader->setUniformMat4("V", cam->GetViewMatrix());
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//cube->renderable->material->Apply();
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//Cube->Draw();
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renderer->Render();
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}
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@ -115,5 +97,6 @@ void Update()
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*/
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void Stop() {
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delete MI;
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delete renderer;
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delete shader;
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}
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7
TODO.md
7
TODO.md
@ -11,7 +11,7 @@
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<input type="checkbox"></input> Basic Textures \
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<input type="checkbox" checked></input> Link GLEW or GLAD \
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<input type="checkbox" checked></input> Work on basic logging \
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<input type="checkbox"></input> Input handling \
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<input type="checkbox" checked></input> Input handling \
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<input type="checkbox"></input> More shader work \
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<input type="checkbox" checked></input> Load FBX model files \
|
||||
<input type="checkbox"></input> Basic Physics \
|
||||
@ -21,5 +21,6 @@
|
||||
|
||||
|
||||
## Resources
|
||||
https://renderdoc.org/
|
||||
https://api.projectchrono.org/tutorial_table_of_content_chrono.html
|
||||
https://renderdoc.org/ \
|
||||
https://api.projectchrono.org/tutorial_table_of_content_chrono.html \
|
||||
https://github.com/epezent/implot -- Useful when displaying graphs of any kind \
|
Loading…
Reference in New Issue
Block a user