Editing the modelimporter to allow to create scene graphs
This commit is contained in:
parent
85f9c78adf
commit
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6
.vscode/settings.json
vendored
6
.vscode/settings.json
vendored
@ -1,6 +0,0 @@
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{
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"cmake.configureOnOpen": true,
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"files.associations": {
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"iosfwd": "cpp"
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}
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}
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@ -10,17 +10,20 @@
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#include <assimp/postprocess.h>
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#include <string>
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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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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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static BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene);
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static std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene);
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public:
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void Import(std::string path);
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std::vector<BarinkEngine::Mesh> Import(const std::string path);
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private:
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static BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene);
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static std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene);
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static std::vector<BarinkEngine::Mesh> Test();
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};
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@ -1,6 +1,6 @@
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#pragma once
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#include <glad/glad.h>
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class Buffer {
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class GpuBuffer {
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private:
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unsigned int id;
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public:
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@ -1,10 +1,11 @@
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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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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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@ -13,8 +14,13 @@ namespace BarinkEngine{
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class Mesh {
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public:
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std::vector<Vertex> vertices;
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std::vector<unsigned int > elements;
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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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@ -20,8 +20,8 @@ private:
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std::vector<unsigned int > indices;
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Buffer vertexBuffer;
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Buffer elementBuffer;
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GpuBuffer vertexBuffer;
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GpuBuffer elementBuffer;
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VertexArray VAO;
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@ -1,37 +1,23 @@
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#pragma once
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#include <vector>
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#include "Mesh.h"
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#include "Buffer.h"
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#include "Material.h"
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#include "Texture.h"
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#include "VertexArray.h"
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#include "Scene.h"
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namespace BarinkEngine {
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class Renderable : public SceneNode {
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public:
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/*
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* NOTE: Should combine into a Mesh!!
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*/
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Buffer vertexBuffer;
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Buffer elementBuffer;
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//Buffer uv;
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VertexArray VAO;
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class Renderable {
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public:
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Mesh mesh;
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Material* material;
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Texture* texture;
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Shader* shader;
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GLuint UV_id;
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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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static Renderable* Load();
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void Draw();
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private:
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std::vector<BarinkEngine::Mesh> meshes;
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Renderable();
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};
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Renderable();
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~Renderable();
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};
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}
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11
BarinkEngine/Include/Graphics/Transform.h
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11
BarinkEngine/Include/Graphics/Transform.h
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@ -0,0 +1,11 @@
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#pragma once
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#include <glm/glm.hpp>
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struct Transform {
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glm::vec3 Position;
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glm::vec3 Rotation;
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glm::vec3 Scale;
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glm::mat4 ModelMatrix;
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};
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@ -2,46 +2,22 @@
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#include <string>
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#include <vector>
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#include "glm/glm.hpp"
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#include "Graphics/Transform.h"
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#include "Scene/Node.h"
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/*
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* Scene should be a description of a game world
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*/
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struct Transform {
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glm::vec3 Position;
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glm::vec3 Rotation;
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glm::vec3 Scale;
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glm::mat4 ModelMatrix;
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};
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class SceneNode {
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public:
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std::string name;
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Transform transform;
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SceneNode* parent;
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std::vector<SceneNode*> children;
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void addChild(SceneNode& node);
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};
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class Scene {
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public:
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SceneNode& GetSceneNode(std::string);
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SceneNode& GetRoot();
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Node& GetSceneNode(std::string);
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Node& GetRoot();
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Scene(std::string SceneName = "Default Scene");
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~Scene();
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private:
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SceneNode* root;
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Node* root;
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};
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21
BarinkEngine/Include/Scene/Node.h
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21
BarinkEngine/Include/Scene/Node.h
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#pragma once
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#include <string>
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#include <vector>
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#include "Graphics/Transform.h"
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class Node {
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public:
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std::string& name;
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Node* parent;
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std::vector<Node*> children;
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void addChild(Node& node);
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};
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class Group : Node {
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Transform& transform;
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};
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14
BarinkEngine/Include/Scene/SceneBuilder.h
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14
BarinkEngine/Include/Scene/SceneBuilder.h
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#pragma once
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#include "Graphics/Renderable.h"
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#include "Scene/SceneNodeTypes.h"
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#include <glm/glm.hpp>
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/*
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* Define a helper class to more easily build a proper scene
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*/
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static class SceneBuilder {
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static Group* AddGroup(std::string name);
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static SceneObject* AddVisual(std::string name, Renderable& object, glm::vec3 position );
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};
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15
BarinkEngine/Include/Scene/SceneManager.h
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15
BarinkEngine/Include/Scene/SceneManager.h
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#pragma once
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#include <string>
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#include <map>
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#include "Scene.h"
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static class SceneManager {
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public:
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static Scene* CreateScene();
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static Scene& GetScene(std::string name);
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private:
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static std::map<std::string , Scene*>
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};
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21
BarinkEngine/Include/Scene/SceneNodeTypes.h
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21
BarinkEngine/Include/Scene/SceneNodeTypes.h
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#pragma once
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#include "Graphics/Camera.h"
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#include "Graphics/Renderable.h"
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#include "Scene/Node.h"
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class SceneCamera : Group
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{
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Camera& camera;
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};
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class SceneObject : Group
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{
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Renderable& renderable;
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};
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@ -1,12 +1,28 @@
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#include "Scene.h"
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void DeleteSubGraph(Node* tree);
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Scene::Scene(std::string sceneName)
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{
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// Create a root node
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root = new Node();
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root->name = sceneName;
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}
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Scene::~Scene()
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{
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// Delete all nodes in the graph.
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DeleteSubGraph(root);
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}
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SceneNode* SearchInChildren(SceneNode* root, std::string name ) {
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Node* SearchInChildren(Node* root, std::string name ) {
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if (root->name == name)
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return root;
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SceneNode* found = nullptr;
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Node* found = nullptr;
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for (auto child : root->children) {
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found = SearchInChildren(child, name);
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}
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@ -14,39 +30,35 @@ SceneNode* SearchInChildren(SceneNode* root, std::string name ) {
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}
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SceneNode& Scene::GetSceneNode(std::string name)
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Node& Scene::GetSceneNode(std::string name)
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{
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return *SearchInChildren(root, name);
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}
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SceneNode& Scene::GetRoot()
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Node& Scene::GetRoot()
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{
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return *root;
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}
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Scene::Scene(std::string sceneName)
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{
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// Create a root node
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root = new SceneNode();
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root->name = sceneName;
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root->transform = Transform();
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root->transform.Position = glm::vec3(0);
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root->transform.Rotation = glm::vec3(0);
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root->transform.Scale = glm::vec3(0);
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root->transform.ModelMatrix = glm::mat4(0);
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}
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Scene::~Scene()
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{
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// Destruct scene!
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}
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void SceneNode::addChild(SceneNode& node)
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void Node::addChild(Node& node)
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{
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children.push_back(&node);
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}
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void DeleteSubGraph(Node* tree)
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{
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if (tree->children.size() == 0) {
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delete tree;
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return;
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}
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for (auto child : tree->children) {
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if (child->children.size() > 0) {
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DeleteSubGraph(child);
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}
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}
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}
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#include "Graphics/Buffer.h"
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int Buffer::getBufferID() {
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int GpuBuffer::getBufferID() {
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return id;
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}
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void Buffer::createBuffer() {
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void GpuBuffer::createBuffer() {
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glGenBuffers(1, (GLuint*) &id);
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}
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void Buffer::setBufferData(void* data, size_t dataSize, bool elementBuffer = false ) {
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void GpuBuffer::setBufferData(void* data, size_t dataSize, bool elementBuffer = false ) {
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if (elementBuffer) {
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
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@ -21,7 +21,7 @@ void Buffer::setBufferData(void* data, size_t dataSize, bool elementBuffer = fal
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}
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void Buffer::Bind(bool elementBuffer = false ) {
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void GpuBuffer::Bind(bool elementBuffer = false ) {
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if (elementBuffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
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@ -32,7 +32,7 @@ void Buffer::Bind(bool elementBuffer = false ) {
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}
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}
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void Buffer::Unbind(bool elementBuffer = false) {
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void GpuBuffer::Unbind(bool elementBuffer = false) {
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if (elementBuffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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@ -42,6 +42,6 @@ void Buffer::Unbind(bool elementBuffer = false) {
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}
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}
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void Buffer::Delete() {
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void GpuBuffer::Delete() {
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glDeleteBuffers(1, (GLuint*) &id);
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}
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#include "AssetManager/ModelImporter.h"
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void ModelImporter::ImportFBX(std::string path)
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std::vector<BarinkEngine::Mesh> ModelImporter::Import(const 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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std::vector<BarinkEngine::Mesh> ModelImporter::Test() {
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/*
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spdlog::info("====== Tiny GLTF ======");
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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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//spdlog::info("======= Assimp ======");
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile("build/SandboxApplication/Debug/Models/Cube.obj", aiProcess_Triangulate | aiProcess_FlipUVs);
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const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
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aiNode* currentNode = scene->mRootNode;
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return processNode(currentNode, scene);
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return processNode(currentNode, scene);
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}
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std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene) {
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std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene)
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{
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std::vector<BarinkEngine::Mesh> meshes;
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for (unsigned int i = 0; i < node->mNumMeshes; i++) {
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aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
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meshes.push_back(processMesh(mesh, scene));
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@ -85,6 +36,20 @@ BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene
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std::vector<unsigned int> indices;
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std::vector<BarinkEngine::Vertex> vertices;
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ProcessVertices(mesh, vertices);
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ProcessIndices(mesh, indices);
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BarinkEngine::Mesh result;
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result.vertices = vertices;
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result.elements = indices;
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return result;
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}
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void ProcessVertices(aiMesh* mesh, std::vector<BarinkEngine::Vertex>& out_vertices) {
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// Process vertices
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for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
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BarinkEngine::Vertex v{};
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@ -92,9 +57,9 @@ BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene
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vector.x = mesh->mVertices[i].x;
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vector.y = mesh->mVertices[i].y;
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vector.z = mesh->mVertices[i].z;
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v.vertices = vector;
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if (mesh->mTextureCoords[0]) {
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glm::vec2 texCoord;
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@ -105,29 +70,19 @@ BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene
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v.uv = texCoord;
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}
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vertices.push_back(v);
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}
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out_vertices.push_back(v);
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}
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}
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void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices) {
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// Process Indices
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for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
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aiFace face = mesh->mFaces[i];
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if (face.mNumIndices < 3)
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continue;
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for (unsigned int j = 0; j < face.mNumIndices; j++) {
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indices.push_back(face.mIndices[j]);
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out_indices.push_back(face.mIndices[j]);
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}
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}
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BarinkEngine::Mesh result;
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result.vertices = vertices;
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result.elements = indices;
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return result;
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}
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@ -3,60 +3,51 @@
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#include "PerfCounter.h"
|
||||
|
||||
|
||||
Renderable* Renderable::Load()
|
||||
BarinkEngine::Renderable::Renderable()
|
||||
{
|
||||
return new Renderable();
|
||||
}
|
||||
|
||||
Renderable::Renderable()
|
||||
{
|
||||
meshes = ModelImporter::Test();
|
||||
|
||||
transform.Scale = glm::vec3(1.0f);
|
||||
transform.Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
transform.Position = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
|
||||
VAO.Create();
|
||||
VAO.Bind();
|
||||
|
||||
|
||||
vertexBuffer.createBuffer();
|
||||
vertexBuffer.Bind(false);
|
||||
vertexBuffer.setBufferData(&meshes[0].vertices[0], meshes[0].vertices.size() * sizeof(BarinkEngine::Vertex), false);
|
||||
|
||||
elementBuffer.createBuffer();
|
||||
elementBuffer.Bind(true);
|
||||
elementBuffer.setBufferData(&meshes[0].elements[0], meshes[0].elements.size() * sizeof(unsigned int), true);
|
||||
|
||||
VAO.AttachAttribute(0, 3, sizeof(BarinkEngine::Vertex));
|
||||
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex),(void* )offsetof(BarinkEngine::Vertex, vertices));
|
||||
glEnableVertexAttribArray(1);
|
||||
/*
|
||||
|
||||
vertexBuffer.Unbind(false);
|
||||
VAO.Create();
|
||||
VAO.Bind();
|
||||
|
||||
|
||||
vertexBuffer.createBuffer();
|
||||
vertexBuffer.Bind(false);
|
||||
vertexBuffer.setBufferData(&meshes[0].vertices[0], meshes[0].vertices.size() * sizeof(BarinkEngine::Vertex), false);
|
||||
|
||||
elementBuffer.createBuffer();
|
||||
elementBuffer.Bind(true);
|
||||
elementBuffer.setBufferData(&meshes[0].elements[0], meshes[0].elements.size() * sizeof(unsigned int), true);
|
||||
|
||||
VAO.AttachAttribute(0, 3, sizeof(BarinkEngine::Vertex));
|
||||
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex),(void* )offsetof(BarinkEngine::Vertex, vertices));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
//vertexBuffer.Unbind(false);
|
||||
|
||||
VAO.Unbind();
|
||||
|
||||
VAO.Unbind();
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
Renderable::~Renderable()
|
||||
BarinkEngine::Renderable::~Renderable()
|
||||
{
|
||||
glDeleteBuffers(1, &UV_id);
|
||||
// glDeleteBuffers(1, &UV_id);
|
||||
}
|
||||
|
||||
void Renderable::Draw()
|
||||
{
|
||||
VAO.Bind();
|
||||
elementBuffer.Bind(true);
|
||||
// Draw call Example !!
|
||||
/*
|
||||
VAO.Bind();
|
||||
elementBuffer.Bind(true);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glUniform1i(glGetUniformLocation(shader->id, "Texture"), GL_TEXTURE0);
|
||||
texture->Bind();
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glUniform1i(glGetUniformLocation(shader->id, "Texture"), GL_TEXTURE0);
|
||||
texture->Bind();
|
||||
|
||||
ES->verts = meshes[0].vertices.size();
|
||||
ES->DC++;
|
||||
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(meshes[0].elements.size()), GL_UNSIGNED_INT, NULL);
|
||||
VAO.Unbind();
|
||||
|
||||
}
|
||||
ES->verts = meshes[0].vertices.size();
|
||||
ES->DC++;
|
||||
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(meshes[0].elements.size()), GL_UNSIGNED_INT, NULL);
|
||||
VAO.Unbind();
|
||||
*/
|
||||
|
||||
|
@ -11,11 +11,11 @@ Camera* cam;
|
||||
|
||||
Shader* shader;
|
||||
|
||||
Renderable* Cube;
|
||||
BarinkEngine::Renderable* Cube;
|
||||
Material* matCube;
|
||||
Texture* textureCube;
|
||||
|
||||
Renderable* Cube2;
|
||||
BarinkEngine::Renderable* Cube2;
|
||||
Material* matCube2;
|
||||
|
||||
char* code = new char[254];
|
||||
@ -26,35 +26,15 @@ const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
* Runs once at startup
|
||||
* - USe to initialize the game/sandbox/demo
|
||||
*/
|
||||
void Start() {
|
||||
|
||||
/*
|
||||
Building a very basic scene graph
|
||||
*/
|
||||
SceneNode MyCube = SceneNode();
|
||||
MyCube.name = "MyCube";
|
||||
|
||||
SceneNode MyBaby = SceneNode();
|
||||
MyBaby.name = "Baby";
|
||||
|
||||
SceneNode MySecondCube = SceneNode();
|
||||
MySecondCube.name = "MySecondCube";
|
||||
|
||||
|
||||
MyCube.addChild(MyBaby);
|
||||
|
||||
|
||||
Scene scene = Scene("My awesome Game Scene");
|
||||
scene.GetRoot().addChild(MyCube);
|
||||
scene.GetRoot().addChild(MySecondCube);
|
||||
|
||||
|
||||
// Walk scene graph
|
||||
PrintSceneTree(scene.GetRoot(),0);
|
||||
// Walk scene graph
|
||||
//PrintSceneTree(scene.GetRoot(),0);
|
||||
|
||||
shader = new Shader(vertexShaderSource, fragmentShaderSource);
|
||||
|
||||
@ -69,7 +49,7 @@ void Start() {
|
||||
/*
|
||||
* load meshes
|
||||
*/
|
||||
Cube = Renderable::Load();
|
||||
Cube =
|
||||
Cube2 = Renderable::Load();
|
||||
Cube->addChild(*Cube2);
|
||||
|
||||
|
@ -1,6 +1,6 @@
|
||||
#include "Util.h"
|
||||
|
||||
void PrintSceneTree(SceneNode& node, int depth) {
|
||||
void PrintSceneTree(Node& node, int depth) {
|
||||
// Indent name based on depth
|
||||
std::cout << " ";
|
||||
for (int i = 0; i < depth; i++) {
|
||||
|
@ -1,6 +1,6 @@
|
||||
#pragma once
|
||||
#include "BarinkEngine.h"
|
||||
|
||||
void PrintSceneTree(SceneNode& node, int depth);
|
||||
void PrintSceneTree(Node& node, int depth);
|
||||
|
||||
glm::mat4 CalculateModelMat(Transform& transform);
|
Loading…
Reference in New Issue
Block a user