Editing the modelimporter to allow to create scene graphs
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@ -11,11 +11,11 @@ Camera* cam;
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Shader* shader;
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Renderable* Cube;
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BarinkEngine::Renderable* Cube;
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Material* matCube;
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Texture* textureCube;
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Renderable* Cube2;
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BarinkEngine::Renderable* Cube2;
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Material* matCube2;
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char* code = new char[254];
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@ -26,35 +26,15 @@ const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs
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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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*/
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void Start() {
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/*
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Building a very basic scene graph
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*/
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SceneNode MyCube = SceneNode();
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MyCube.name = "MyCube";
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SceneNode MyBaby = SceneNode();
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MyBaby.name = "Baby";
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SceneNode MySecondCube = SceneNode();
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MySecondCube.name = "MySecondCube";
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MyCube.addChild(MyBaby);
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Scene scene = Scene("My awesome Game Scene");
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scene.GetRoot().addChild(MyCube);
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scene.GetRoot().addChild(MySecondCube);
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// Walk scene graph
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PrintSceneTree(scene.GetRoot(),0);
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// Walk scene graph
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//PrintSceneTree(scene.GetRoot(),0);
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shader = new Shader(vertexShaderSource, fragmentShaderSource);
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@ -69,7 +49,7 @@ void Start() {
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/*
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* load meshes
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*/
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Cube = Renderable::Load();
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Cube =
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Cube2 = Renderable::Load();
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Cube->addChild(*Cube2);
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@ -1,6 +1,6 @@
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#include "Util.h"
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void PrintSceneTree(SceneNode& node, int depth) {
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void PrintSceneTree(Node& node, int depth) {
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// Indent name based on depth
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std::cout << " ";
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for (int i = 0; i < depth; i++) {
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@ -1,6 +1,6 @@
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#pragma once
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#include "BarinkEngine.h"
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void PrintSceneTree(SceneNode& node, int depth);
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void PrintSceneTree(Node& node, int depth);
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glm::mat4 CalculateModelMat(Transform& transform);
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