Rendering a cube basics through ENTT
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@ -2,43 +2,61 @@
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#include "../../BarinkEngine/src/Scene/Components.h"
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#include "../../BarinkEngine/src/Scene/Scene.h"
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#include "../../BarinkEngine/src/Scene/Entity.h"
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#include "../../BarinkEngine/src/AssetManager/ModelImporter.h"
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#include <imgui.h>
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#include "GUI.h"
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#include "Util.h"
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#include <entt/entt.hpp>
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/*
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* Define globals
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*/
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//Shader* shader;
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const std::string vertexShaderSource = "build/Debug/test.vs";
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const std::string fragmentShaderSource = "build/Debug/test.fs";
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Scene scene;
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VertexArray va = VertexArray();
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GpuBuffer vertexBuffer = GpuBuffer();
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GpuBuffer elementBuffer = GpuBuffer();
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BarinkEngine::Renderable* renderable;
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BarinkEngine::SceneObject* object;
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Entity 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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*/
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void Start() {
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// shader = new Shader(vertexShaderSource, fragmentShaderSource);
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auto cube = scene.AddEntity((std::string&)"cube");
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auto transform = cube.AddComponent<BarinkEngine::TransformComponent>();
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auto render3DComponent = cube.AddComponent<BarinkEngine::Render3DComponent>();
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cube = scene.AddEntity((std::string&)"cube");
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auto& render3DComponent = cube.AddComponent<BarinkEngine::Render3DComponent>();
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auto importer = BarinkEngine::ModelImporter();
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auto cube2 = scene.AddEntity((std::string&)"cube1");
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va.Create();
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va.Bind();
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auto cube3 = scene.AddEntity((std::string&)"cube2");
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auto Transform2 = cube3.AddComponent<BarinkEngine::TransformComponent>();
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auto render3DComponent2 = cube3.AddComponent<BarinkEngine::Render3DComponent>();
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object = importer.Import("build/Debug/Models/Cube.obj");
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renderable = object->renderable;
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render3DComponent.ElementCount = static_cast<unsigned int>(renderable->mesh->elements.size());
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vertexBuffer.createBuffer();
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vertexBuffer.Bind(false);
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vertexBuffer.setBufferData((void*)&renderable->mesh->vertices[0], renderable->mesh->vertices.size() * sizeof(BarinkEngine::Vertex), false);
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// Run over every transform component
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auto view = scene.getReg().view<BarinkEngine::TransformComponent, BarinkEngine::Render3DComponent>();
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view.each([](auto entity, auto& transform) {
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std::cout << "Found a transform !" << std::endl;
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});
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elementBuffer.createBuffer();
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elementBuffer.Bind(true);
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elementBuffer.setBufferData((void*)&renderable->mesh->elements[0], renderable->mesh->elements.size() * sizeof(unsigned int), true);
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va.AttachAttribute(0, 3, sizeof(BarinkEngine::Vertex));
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glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex), (void*)0);
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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va.Unbind();
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vertexBuffer.Unbind(false);
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elementBuffer.Unbind(true);
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render3DComponent.VAO = va.getID();
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render3DComponent.IBO = elementBuffer.getBufferID();
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render3DComponent.color = glm::vec3(1.0f, 0.0f, 0.0f);
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std::cout << render3DComponent.ElementCount << std::endl;
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}
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/*
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@ -49,6 +67,18 @@ void ImmediateGraphicsDraw()
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{
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// Show internal BarinkEngine stats
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ShowStats();
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ImGui::Begin("Render edit");
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auto a = cube.GetComponent<BarinkEngine::Render3DComponent>();
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ImGui::DragFloat3("Color", &a->color[0], 0.01f, 0.0f, 1.0f);
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ImGui::End();
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}
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/*
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@ -57,7 +87,6 @@ void ImmediateGraphicsDraw()
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*/
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void Update()
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{
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renderer.Render(scene);
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}
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