Working on basic rendering #4
* Added a basic material abstraction * Started implementation of RenderTarget (such as render textures)
This commit is contained in:
10
BarinkEngine/graphics/Material.cpp
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10
BarinkEngine/graphics/Material.cpp
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@ -0,0 +1,10 @@
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#include "../Include/Graphics/Material.h"
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Material::Material(const Shader& shader) :
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shader(shader) {
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}
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void Material::Apply() {
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shader.setUniformVec3("Color", Color);
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}
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46
BarinkEngine/graphics/RenderSurface.cpp
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46
BarinkEngine/graphics/RenderSurface.cpp
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#include "Graphics/RenderSurface.h";
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RenderSurface::RenderSurface(){
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shader = new Shader("build/SandboxAppliction/Debug/renderSuface.vs", "build/SandboxApplication/Debug/renderSurface.fs");
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verts = std::vector<glm::vec3>{
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{-0.5f, 0.5f, 0.0f}, // 0
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{-0.5f, -0.5f, 0.0f}, // 1
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{0.5f, -0.5f, 0.0f}, // 2
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{0.5f, 0.5f, 0.0f}, // 3
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};
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indices = std::vector<unsigned int>{
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0,2,1,
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0,3,2
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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(&verts[0], verts.size() * sizeof(glm::vec3), false);
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elementBuffer.createBuffer();
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elementBuffer.Bind(true);
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elementBuffer.setBufferData(&indices[0], indices.size() * sizeof(unsigned int), true);
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VAO.AttachAttribute(0, 3, 0);
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vertexBuffer.Unbind(false);
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VAO.Unbind();
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}
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RenderSurface::~RenderSurface() {
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delete shader;
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}
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void RenderSurface::Draw() {
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}
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@ -1,24 +1,25 @@
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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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}
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BarinkEngine::Renderer::~Renderer()
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{
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// CleanUp!
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}
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void BarinkEngine::Renderer::Render()
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{
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for (auto model : models) {
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model->Draw();
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}
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}
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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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}
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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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}
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BarinkEngine::Renderer::~Renderer()
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{
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// CleanUp!
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}
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void BarinkEngine::Renderer::Render()
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{
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for (auto model : models) {
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model->Draw();
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}
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}
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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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}
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@ -96,29 +96,29 @@ void Shader::Use()
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}
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void Shader::setUniformMat4(std::string uniformName, glm::mat4 matrix4)
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void Shader::setUniformMat4(std::string uniformName, glm::mat4 matrix4) const
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{
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glUniformMatrix4fv(glGetUniformLocation(id, uniformName.c_str()), 1, GL_FALSE, glm::value_ptr(matrix4));
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}
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void Shader::setUniformVec4(std::string uniformName, glm::vec4 vector4)
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void Shader::setUniformVec4(std::string uniformName, glm::vec4 vector4) const
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{
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glUniform4fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector4));
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}
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void Shader::setUniformVec3(std::string uniformName, glm::vec3 vector3)
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void Shader::setUniformVec3(std::string uniformName, glm::vec3 vector3) const
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{
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glUniform3fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector3));
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}
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void Shader::setUniformVec2(std::string uniformName, glm::vec2 vector2)
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void Shader::setUniformVec2(std::string uniformName, glm::vec2 vector2) const
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{
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glUniform2fv(glGetUniformLocation(id, uniformName.c_str()),1, glm::value_ptr(vector2));
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}
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void Shader::setUniformFloat(std::string uniformName, float value)
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void Shader::setUniformFloat(std::string uniformName, float value) const
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{
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glUniform1f(glGetUniformLocation(id, uniformName.c_str()), value);
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}
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void Shader::setUniformInt(std::string uniformName, int value)
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void Shader::setUniformInt(std::string uniformName, int value) const
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{
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glUniform1i(glGetUniformLocation(id, uniformName.c_str()), value);
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}
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11
BarinkEngine/graphics/shaders/RenderSurfaceFrag.shader
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11
BarinkEngine/graphics/shaders/RenderSurfaceFrag.shader
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@ -0,0 +1,11 @@
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#version 440 core
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layout (location = 0) in vec2 aPos;
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layout (location = 1) in vec2 aTexCoords;
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out vec2 aTexCoords;
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void main(){
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gl_Position = vec4(aPos.xy , 0.0 ,1.0);
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aTexCoords = aTexCoords;
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}
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11
BarinkEngine/graphics/shaders/RenderSurfaceVert.shader
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11
BarinkEngine/graphics/shaders/RenderSurfaceVert.shader
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#version 440 core
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out vec4 FragColor;
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in vec2 TexCoords;
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uniform sampler2D screenTexture;
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void main(){
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FragColor = texture(screenTexture, aTexCoords);
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}
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@ -1,73 +1,76 @@
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#include "Graphics/Window.h"
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#include <stdlib.h>
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#include <stdio.h>
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#include <GLFW/glfw3.h>
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#include <spdlog/spdlog.h>
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bool BarinkWindow::InitGLFW(){
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if(!glfwInit())
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{
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spdlog::error("Failed to initialise GLFW!");
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return false;
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}
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return true;
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}
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BarinkWindow::BarinkWindow(const int width, const int height) :
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Width(width), Height(height), FullScreen(false){
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if (InitGLFW()==false) {
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exit(-1);
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}
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window = glfwCreateWindow(Width, Height, "BarinkEngine", NULL, NULL);
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if( !window)
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{
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spdlog::error("GLFW failed to create window!");
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glfwTerminate();
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return;
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}
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glfwMakeContextCurrent(window);
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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printf("Failed to initialize GLAD!\n");
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exit(-1);
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}
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VulkanSupported = glfwVulkanSupported();
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glfwGetFramebufferSize(window, &Width, &Height);
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glViewport(0,0, Width, Height);
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glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
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}
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BarinkWindow::~BarinkWindow(){
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glfwTerminate();
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}
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GLFWwindow* BarinkWindow::windowptr()
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{
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return window;
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}
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bool BarinkWindow::WindowShouldClose(){
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return glfwWindowShouldClose(window);
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}
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void BarinkWindow::Poll()
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{
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glfwPollEvents();
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}
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void BarinkWindow::SwapBuffers()
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{
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glfwSwapBuffers(window);
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#include "Graphics/Window.h"
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#include <stdlib.h>
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#include <stdio.h>
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#include <GLFW/glfw3.h>
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#include <spdlog/spdlog.h>
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bool BarinkWindow::InitGLFW(){
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if(!glfwInit())
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{
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spdlog::error("Failed to initialise GLFW!");
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return false;
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}
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return true;
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}
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BarinkWindow::BarinkWindow(const int width, const int height) :
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Width(width), Height(height), FullScreen(false){
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if (InitGLFW()==false) {
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exit(-1);
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}
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window = glfwCreateWindow(Width, Height, "BarinkEngine", NULL, NULL);
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if( !window)
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{
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spdlog::error("GLFW failed to create window!");
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glfwTerminate();
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return;
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}
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glfwMakeContextCurrent(window);
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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printf("Failed to initialize GLAD!\n");
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exit(-1);
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}
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// Set vsync off !!
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glfwSwapInterval(0);
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VulkanSupported = glfwVulkanSupported();
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glfwGetFramebufferSize(window, &Width, &Height);
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glViewport(0,0, Width, Height);
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glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
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}
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BarinkWindow::~BarinkWindow(){
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glfwTerminate();
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}
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GLFWwindow* BarinkWindow::windowptr()
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{
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return window;
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}
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bool BarinkWindow::WindowShouldClose(){
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return glfwWindowShouldClose(window);
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}
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void BarinkWindow::Poll()
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{
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glfwPollEvents();
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}
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void BarinkWindow::SwapBuffers()
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{
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glfwSwapBuffers(window);
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}
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