Working on basic rendering #4
* Added a basic material abstraction * Started implementation of RenderTarget (such as render textures)
This commit is contained in:
parent
d9f0f40ad9
commit
d019155d10
6
.gitmodules
vendored
6
.gitmodules
vendored
@ -19,3 +19,9 @@
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[submodule "assimp"]
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[submodule "assimp"]
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path = libs/assimp
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path = libs/assimp
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url = https://github.com/assimp/assimp.git
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url = https://github.com/assimp/assimp.git
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[submodule "libs/steam-audio"]
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path = libs/steam-audio
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url = https://github.com/ValveSoftware/steam-audio.git
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[submodule "libs/physx"]
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path = libs/physx
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url = https://git.barink.dev/Nigel/PhysX.git
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@ -1,8 +1,8 @@
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#include "BarinkEngine.h"
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#include "BarinkEngine.h"
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#include <phonon.h>
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EngineStatistics* ES;
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EngineStatistics* ES;
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int main(int argc, char* argv[]) {
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int main(int argc, char* argv[]) {
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// Setup performance sampler
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// Setup performance sampler
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PerfomanceSamplerInit();
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PerfomanceSamplerInit();
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@ -18,6 +18,8 @@ int main(int argc, char* argv[]) {
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GUIManager GUISystem = GUIManager(&MainWindow);
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GUIManager GUISystem = GUIManager(&MainWindow);
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// First call to setup game
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// First call to setup game
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Start();
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Start();
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@ -4,6 +4,7 @@
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#include "graphics/Window.h"
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#include "graphics/Window.h"
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#include "graphics/Camera.h"
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#include "graphics/Camera.h"
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#include "graphics/Renderable.h"
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#include "graphics/Renderable.h"
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#include "Graphics/Material.h"
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#include "spdlog/spdlog.h"
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#include "spdlog/spdlog.h"
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#include "Input/InputManager.h"
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#include "Input/InputManager.h"
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@ -12,6 +13,7 @@
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#include "Scene.h"
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#include "Scene.h"
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#include "PerfCounter.h"
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#include "PerfCounter.h"
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extern void Start();
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extern void Start();
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extern void Update();
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extern void Update();
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extern void ImmediateGraphicsDraw();
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extern void ImmediateGraphicsDraw();
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19
BarinkEngine/Include/Graphics/Material.h
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19
BarinkEngine/Include/Graphics/Material.h
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@ -0,0 +1,19 @@
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#pragma once
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#include <glm/glm.hpp>
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#include <string>
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#include "Shader.h"
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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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glm::vec3 Color;
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private:
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const Shader& shader;
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};
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30
BarinkEngine/Include/Graphics/RenderSurface.h
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30
BarinkEngine/Include/Graphics/RenderSurface.h
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@ -0,0 +1,30 @@
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#pragma once
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#include "BarinkEngine.h"
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#include <vector>;
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class RenderSurface
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{
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public:
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RenderSurface();
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~RenderSurface();
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void Draw();
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private:
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// would normally be a material
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// however rendersurface is special and
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// thus does not contain a material
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Shader* shader;
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// Basically a mesh
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std::vector<glm::vec3> verts;
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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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VertexArray VAO;
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};
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@ -2,14 +2,26 @@
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#include <vector>
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#include <vector>
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#include "Mesh.h"
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#include "Mesh.h"
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#include "Buffer.h"
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#include "Buffer.h"
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#include "Material.h"
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#include "VertexArray.h"
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#include "VertexArray.h"
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#include "Scene.h"
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#include "Scene.h"
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class Renderable : public SceneNode {
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class Renderable : public SceneNode {
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public:
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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 vertexBuffer;
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Buffer elementBuffer;
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Buffer elementBuffer;
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VertexArray VAO;
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VertexArray VAO;
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Material* material;
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Shader* shader;
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~Renderable();
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~Renderable();
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static Renderable* Load();
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static Renderable* Load();
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@ -15,12 +15,12 @@ class Shader {
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public:
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public:
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Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath);
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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();
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void setUniformMat4(std::string uniformName, glm::mat4 matrix4);
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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);
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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);
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void setUniformVec3(std::string uniformName, glm::vec3 vector3)const;
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void setUniformVec2(std::string uniformName, glm::vec2 vector2);
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void setUniformVec2(std::string uniformName, glm::vec2 vector2)const;
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void setUniformFloat(std::string uniformName, float value);
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void setUniformFloat(std::string uniformName, float value)const;
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void setUniformInt(std::string uniformName, int value);
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void setUniformInt(std::string uniformName, int value) const ;
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};
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};
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@ -2,7 +2,6 @@
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void BarinkEngine::InputManager::PollEvents()
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void BarinkEngine::InputManager::PollEvents()
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{
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{
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for (std::vector<BarinkWindow*>::iterator it = windows.begin(); it != windows.end(); ++it) {
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for (std::vector<BarinkWindow*>::iterator it = windows.begin(); it != windows.end(); ++it) {
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(*it)->Poll();
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(*it)->Poll();
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}
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}
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10
BarinkEngine/graphics/Material.cpp
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10
BarinkEngine/graphics/Material.cpp
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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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@ -0,0 +1,46 @@
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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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@ -12,6 +12,7 @@ BarinkEngine::Renderer::~Renderer()
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void BarinkEngine::Renderer::Render()
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void BarinkEngine::Renderer::Render()
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{
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{
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for (auto model : models) {
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for (auto model : models) {
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model->Draw();
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model->Draw();
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}
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}
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@ -96,29 +96,29 @@ void Shader::Use()
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}
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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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{
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glUniformMatrix4fv(glGetUniformLocation(id, uniformName.c_str()), 1, GL_FALSE, glm::value_ptr(matrix4));
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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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}
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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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{
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glUniform4fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector4));
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glUniform4fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector4));
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}
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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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{
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glUniform3fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector3));
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glUniform3fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector3));
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}
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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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{
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glUniform2fv(glGetUniformLocation(id, uniformName.c_str()),1, glm::value_ptr(vector2));
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glUniform2fv(glGetUniformLocation(id, uniformName.c_str()),1, glm::value_ptr(vector2));
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}
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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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{
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glUniform1f(glGetUniformLocation(id, uniformName.c_str()), value);
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glUniform1f(glGetUniformLocation(id, uniformName.c_str()), value);
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}
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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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{
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glUniform1i(glGetUniformLocation(id, uniformName.c_str()), value);
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glUniform1i(glGetUniformLocation(id, uniformName.c_str()), value);
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}
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}
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11
BarinkEngine/graphics/shaders/RenderSurfaceFrag.shader
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BarinkEngine/graphics/shaders/RenderSurfaceFrag.shader
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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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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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@ -36,6 +36,9 @@ Width(width), Height(height), FullScreen(false){
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exit(-1);
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exit(-1);
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}
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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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VulkanSupported = glfwVulkanSupported();
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glfwGetFramebufferSize(window, &Width, &Height);
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glfwGetFramebufferSize(window, &Width, &Height);
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"../libs/glm",
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"../libs/glm",
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"../libs/GorillaAudio/include",
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"../libs/GorillaAudio/include",
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"../libs/physx/physx/include",
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"../libs/steam-audio/include",
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"../libs/assimp/include",
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"../libs/assimp/include",
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"../libs/glad/include",
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"../libs/glad/include",
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"../libs/glfw/include",
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"../libs/glfw/include",
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}
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}
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libdirs {
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libdirs {
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"../libs/steam-audio/lib/windows-x64",
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"../libs/lua",
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"../libs/lua",
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"../libs/spdlog/build/Release",
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"../libs/spdlog/build/Release",
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"../libs/assimp/lib/Debug",
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"../libs/assimp/lib/Debug",
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}
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}
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links {
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links {
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"phonon",
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"lua54",
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"lua54",
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"spdlog",
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"spdlog",
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"assimp-vc143-mtd",
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"assimp-vc143-mtd",
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@ -56,3 +60,10 @@ project "BarinkEngine"
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ok, err = os.copyfile("graphics/shaders/vertex.shader", "../build/SandboxApplication/Debug/test.vs")
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ok, err = os.copyfile("graphics/shaders/vertex.shader", "../build/SandboxApplication/Debug/test.vs")
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if err then error("Copy vertex shader source failed!") end
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if err then error("Copy vertex shader source failed!") end
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ok, err = os.copyfile("graphics/shaders/RenderSurfaceFrag.shader", "../build/SandboxApplication/Debug/RenderSurface.fs")
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if err then error("Copy fragment shader source failed!") end
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ok, err = os.copyfile("graphics/shaders/RenderSurfaceVert.shader", "../build/SandboxApplication/Debug/RenderSurface.vs")
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if err then error("Copy vertex shader source failed!") end
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@ -6,6 +6,10 @@ void CameraTool(Camera* cam) {
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ImGui::SliderFloat("Zoom:", &cam->Zoom, 10, 190);
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ImGui::SliderFloat("Zoom:", &cam->Zoom, 10, 190);
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ImGui::InputFloat3("Position:", &cam->Position[0]);
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ImGui::InputFloat3("Rotation:", &cam->Rotation[0]);
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ImGui::End();
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ImGui::End();
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}
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}
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@ -11,12 +11,17 @@ Renderable* Cube;
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Renderable* Cube2;
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Renderable* Cube2;
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Shader* shader;
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Shader* shader;
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Material* matCube;
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Material* matCube2;
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char* code = new char[254];
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char* code = new char[254];
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const std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs";
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const std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs";
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const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
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const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
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/*
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/*
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* Runs once at startup
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* Runs once at startup
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* - USe to initialize the game/sandbox/demo
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* - USe to initialize the game/sandbox/demo
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@ -47,9 +52,13 @@ void Start() {
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// Walk scene graph
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// Walk scene graph
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PrintSceneTree(scene.GetRoot(),0);
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PrintSceneTree(scene.GetRoot(),0);
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||||||
shader = new Shader(vertexShaderSource, fragmentShaderSource);
|
shader = new Shader(vertexShaderSource, fragmentShaderSource);
|
||||||
|
|
||||||
|
matCube = new Material(*shader);
|
||||||
|
matCube->Color = glm::vec3(1.0, 0.0, 0.0);
|
||||||
|
|
||||||
|
matCube2 = new Material(*shader);
|
||||||
|
matCube2->Color = glm::vec3(0.0, 1.0f, 0.0);
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* load meshes
|
* load meshes
|
||||||
@ -113,12 +122,12 @@ void Update()
|
|||||||
shader->setUniformMat4("P", projection);
|
shader->setUniformMat4("P", projection);
|
||||||
shader->setUniformMat4("M", CalculateModelMat(Cube->transform));
|
shader->setUniformMat4("M", CalculateModelMat(Cube->transform));
|
||||||
shader->setUniformMat4("V", cam->GetViewMatrix());
|
shader->setUniformMat4("V", cam->GetViewMatrix());
|
||||||
shader->setUniformVec3("MatColour", glm::vec3(1.0f, 0.0f, 0.0f));
|
matCube->Apply();
|
||||||
|
|
||||||
Cube->Draw();
|
Cube->Draw();
|
||||||
|
|
||||||
shader->setUniformMat4("M", CalculateModelMat(Cube2->transform));
|
shader->setUniformMat4("M", CalculateModelMat(Cube2->transform));
|
||||||
shader->setUniformVec3("MatColour", glm::vec3(0.0f, 1.0f, 0.0f));
|
matCube2->Apply();
|
||||||
|
|
||||||
Cube2->Draw();
|
Cube2->Draw();
|
||||||
|
|
||||||
@ -139,5 +148,8 @@ void Stop() {
|
|||||||
delete Cube2;
|
delete Cube2;
|
||||||
delete Cube;
|
delete Cube;
|
||||||
|
|
||||||
|
delete matCube;
|
||||||
|
delete matCube2;
|
||||||
|
|
||||||
delete shader;
|
delete shader;
|
||||||
}
|
}
|
1
libs/physx
Submodule
1
libs/physx
Submodule
@ -0,0 +1 @@
|
|||||||
|
Subproject commit c3d5537bdebd6f5cd82fcaf87474b838fe6fd5fa
|
1
libs/steam-audio
Submodule
1
libs/steam-audio
Submodule
@ -0,0 +1 @@
|
|||||||
|
Subproject commit de6414694deccde57396c95dc44f8cc5f7d790f5
|
Loading…
Reference in New Issue
Block a user