Graphics Engine is now part of the whole engine instead, Project will
actually compile #9
This commit is contained in:
parent
3446bc2399
commit
dae8830e2b
@ -1,4 +1,4 @@
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#include "Include/BarinkEngine.h"
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#include "BarinkEngine.h"
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extern void Start(int argc, char* argv[]);
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extern void UpdateApplication();
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@ -31,4 +31,7 @@ int main(int argc, char* argv[]) {
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}
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void WARN(std::string message) {
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spdlog::warn(message);
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}
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@ -1,26 +1,26 @@
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#pragma once
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#define TINYGLTF_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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#define TINYGLTF_NO_EXTERNAL_IMAGE
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#include "../MyGraphicsEngine/Mesh.h"
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <string>
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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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static std::vector<BarinkEngine::Mesh> Test();
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#pragma once
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#define TINYGLTF_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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#define TINYGLTF_NO_EXTERNAL_IMAGE
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#include "Graphics/Mesh.h"
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <string>
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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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static std::vector<BarinkEngine::Mesh> Test();
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};
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@ -2,21 +2,19 @@
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#include <iostream>
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#include <string>
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#include <filesystem>
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#include "Engine.h"
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#include <spdlog/spdlog.h>
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/*
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#include "../MemoryManager.h"
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#include <glm/glm.hpp>
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#include "glm/glm.hpp"
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#include <MyGraphicsEngine/Shader.h>
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#include <MyGraphicsEngine/Window.h>
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#include <MyGraphicsEngine/Camera.h>
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#include <MyGraphicsEngine/Renderable.h>
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#include "graphics/Shader.h"
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#include "graphics/Window.h"
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#include "graphics/Camera.h"
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#include "graphics/Renderable.h"
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#include "spdlog/spdlog.h"
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#include "MemoryManager.h"
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extern "C"
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{
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@ -24,5 +22,4 @@ extern "C"
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#include "lua.h"
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#include "lualib.h"
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}
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*/
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void WARN(std::string message);
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@ -1,12 +1,12 @@
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#pragma once
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#include <string>
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class EditorWindow {
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protected:
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std::string WindowTitle;
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public:
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virtual void Show() = 0;
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#pragma once
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#include <string>
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class EditorWindow {
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protected:
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std::string WindowTitle;
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public:
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virtual void Show() = 0;
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};
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@ -1,7 +1,7 @@
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#pragma once
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namespace BarinkEngine {
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static class Engine {
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class Engine {
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public:
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static void Startup();
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static void Shutdown();
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@ -1,19 +1,19 @@
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#pragma once
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#include <glad/glad.h>
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class Buffer {
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private:
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unsigned int id;
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public:
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int getBufferID();
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void createBuffer();
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void setBufferData(void* data, size_t dataSize, bool elementBuffer );
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void Bind(bool elementBuffer);
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void Unbind(bool elementBuffer);
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void Delete();
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#pragma once
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#include <glad/glad.h>
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class Buffer {
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private:
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unsigned int id;
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public:
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int getBufferID();
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void createBuffer();
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void setBufferData(void* data, size_t dataSize, bool elementBuffer );
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void Bind(bool elementBuffer);
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void Unbind(bool elementBuffer);
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void Delete();
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};
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@ -1,13 +1,13 @@
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#pragma once
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#include <vector>
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#include <glm/glm.hpp>
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namespace BarinkEngine{
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class Mesh {
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public:
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std::vector<glm::vec3> vertices;
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std::vector<unsigned int > elements;
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std::vector<glm::vec2> uv;
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};
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#pragma once
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#include <vector>
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#include <glm/glm.hpp>
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namespace BarinkEngine{
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class Mesh {
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public:
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std::vector<glm::vec3> vertices;
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std::vector<unsigned int > elements;
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std::vector<glm::vec2> uv;
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};
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}
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@ -1,8 +1,8 @@
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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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#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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};
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@ -1,18 +1,18 @@
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#pragma once
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class VertexArray{
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private:
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unsigned int id;
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public:
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void Create();
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void Bind();
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void Unbind();
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void Delete();
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void AttachAttribute(unsigned int index, int size, int stride);
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#pragma once
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class VertexArray{
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private:
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unsigned int id;
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public:
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void Create();
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void Bind();
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void Unbind();
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void Delete();
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void AttachAttribute(unsigned int index, int size, int stride);
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};
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static int HeapAllocations = 0;
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static int HeapDeallocations = 0;
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void* operator new(std::size_t sz) {
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inline void* operator new(std::size_t sz) {
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HeapAllocations++;
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return std::malloc(sz);
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}
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void operator delete(void* ptr) noexcept {
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inline void operator delete(void* ptr) noexcept {
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HeapDeallocations++;
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std::free(ptr);
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}
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@ -1,47 +1,47 @@
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#include "include/MyGraphicsEngine/Buffer.h"
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int Buffer::getBufferID() {
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return id;
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}
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void Buffer::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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if (elementBuffer) {
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
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}
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else {
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glBufferData(GL_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
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}
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}
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void Buffer::Bind(bool elementBuffer = false ) {
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if (elementBuffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
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}
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else {
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glBindBuffer(GL_ARRAY_BUFFER, id);
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}
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}
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void Buffer::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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else {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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}
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void Buffer::Delete() {
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glDeleteBuffers(1, (GLuint*) &id);
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#include "Graphics/Buffer.h"
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int Buffer::getBufferID() {
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return id;
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}
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void Buffer::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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if (elementBuffer) {
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
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}
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else {
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glBufferData(GL_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
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}
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}
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void Buffer::Bind(bool elementBuffer = false ) {
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if (elementBuffer) {
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
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}
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else {
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glBindBuffer(GL_ARRAY_BUFFER, id);
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}
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}
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void Buffer::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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else {
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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}
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void Buffer::Delete() {
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glDeleteBuffers(1, (GLuint*) &id);
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}
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#include "include/MyGraphicsEngine/Camera.h"
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Camera::Camera(glm::vec3 position, glm::vec3 rotation, float zoom)
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: Position(position), Rotation(rotation), Zoom(zoom) {
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Front = glm::vec3(-1.0f, 0.0f, 0.0f);
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Right = glm::vec3(0.0f, 0.0f, 1.0f);
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Up = glm::vec3(0.0f, 1.0f, 0.0f);
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}
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Camera::~Camera() {
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}
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glm::mat4 Camera::GetViewMatrix() {
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return glm::lookAt(
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Position,
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Position + Front,
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Up
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);
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#include "Graphics/Camera.h"
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Camera::Camera(glm::vec3 position, glm::vec3 rotation, float zoom)
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: Position(position), Rotation(rotation), Zoom(zoom) {
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Front = glm::vec3(-1.0f, 0.0f, 0.0f);
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Right = glm::vec3(0.0f, 0.0f, 1.0f);
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Up = glm::vec3(0.0f, 1.0f, 0.0f);
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}
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Camera::~Camera() {
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}
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glm::mat4 Camera::GetViewMatrix() {
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return glm::lookAt(
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Position,
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Position + Front,
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Up
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);
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}
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#include "include/AssetManager/ModelImporter.h"
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void ModelImporter::ImportFBX(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/Cube.obj", aiProcess_Triangulate | aiProcess_FlipUVs);
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aiNode* currentNode = scene->mRootNode;
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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> 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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}
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for (unsigned int i = 0; i < node->mNumChildren; i++) {
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auto m2 = processNode(node->mChildren[i], scene);
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for(auto m : m2) {
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meshes.push_back(m);
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}
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}
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return meshes;
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}
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BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene) {
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std::vector<glm::vec3> vertices ;
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std::vector<unsigned int> indices;
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// Process vertices
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for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
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glm::vec3 vector;
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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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vertices.push_back(vector);
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}
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//spdlog::info("{} == {}", mesh->mNumVertices, vertices.size());
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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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}
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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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#include "AssetManager/ModelImporter.h"
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void ModelImporter::ImportFBX(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())
|
||||
spdlog::warn("TinyGLTF Warning: {}", warn);
|
||||
if (!error.empty())
|
||||
spdlog::error("TinyGLTF Error: {}", error);
|
||||
if (!ret) {
|
||||
spdlog::error("TinyGLTF Error: Failed to parse glTF");
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
spdlog::info("Meshes in model: {}", loadedModel.meshes.size());
|
||||
spdlog::info("Primitives in mesh: {}", loadedModel.meshes[0].primitives.size());
|
||||
|
||||
*/
|
||||
|
||||
|
||||
//spdlog::info("======= Assimp ======");
|
||||
|
||||
Assimp::Importer importer;
|
||||
const aiScene* scene = importer.ReadFile("build/SandboxApplication/Debug/Cube.obj", aiProcess_Triangulate | aiProcess_FlipUVs);
|
||||
|
||||
aiNode* currentNode = scene->mRootNode;
|
||||
|
||||
return processNode(currentNode, scene);
|
||||
|
||||
|
||||
}
|
||||
|
||||
std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene) {
|
||||
std::vector<BarinkEngine::Mesh> meshes;
|
||||
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
|
||||
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
||||
meshes.push_back(processMesh(mesh, scene));
|
||||
}
|
||||
|
||||
for (unsigned int i = 0; i < node->mNumChildren; i++) {
|
||||
auto m2 = processNode(node->mChildren[i], scene);
|
||||
|
||||
for(auto m : m2) {
|
||||
meshes.push_back(m);
|
||||
}
|
||||
}
|
||||
|
||||
return meshes;
|
||||
}
|
||||
|
||||
BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene) {
|
||||
std::vector<glm::vec3> vertices ;
|
||||
std::vector<unsigned int> indices;
|
||||
|
||||
// Process vertices
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
|
||||
glm::vec3 vector;
|
||||
vector.x = mesh->mVertices[i].x;
|
||||
vector.y = mesh->mVertices[i].y;
|
||||
vector.z = mesh->mVertices[i].z;
|
||||
vertices.push_back(vector);
|
||||
}
|
||||
|
||||
//spdlog::info("{} == {}", mesh->mNumVertices, vertices.size());
|
||||
|
||||
// Process Indices
|
||||
for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
|
||||
aiFace face = mesh->mFaces[i];
|
||||
if (face.mNumIndices < 3)
|
||||
continue;
|
||||
for (unsigned int j = 0; j < face.mNumIndices; j++) {
|
||||
indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
}
|
||||
|
||||
BarinkEngine::Mesh result;
|
||||
|
||||
|
||||
result.vertices = vertices;
|
||||
result.elements = indices;
|
||||
|
||||
return result;
|
||||
|
||||
}
|
@ -1,5 +1,7 @@
|
||||
#include "include/MyGraphicsEngine/Renderable.h"
|
||||
#include "include/AssetManager/ModelImporter.h"
|
||||
#include "Graphics/Renderable.h"
|
||||
#include "AssetManager/ModelImporter.h"
|
||||
|
||||
|
||||
|
||||
Renderable Renderable::Load()
|
||||
{
|
@ -1,4 +1,4 @@
|
||||
#include "include/MyGraphicsEngine/Shader.h"
|
||||
#include "Graphics/Shader.h"
|
||||
|
||||
Shader::Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath)
|
||||
{
|
@ -1,25 +1,25 @@
|
||||
#include "include/MyGraphicsEngine/VertexArray.h"
|
||||
#include <glad/glad.h>
|
||||
|
||||
void VertexArray::Create(){
|
||||
glGenVertexArrays(1, &id);
|
||||
}
|
||||
|
||||
void VertexArray::Bind(){
|
||||
glBindVertexArray(id);
|
||||
}
|
||||
|
||||
void VertexArray::Unbind(){
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void VertexArray::Delete() {
|
||||
glDeleteVertexArrays(1, &id);
|
||||
}
|
||||
|
||||
|
||||
void VertexArray::AttachAttribute(unsigned int index , int size, int stride ){
|
||||
glVertexAttribPointer(index, size, GL_FLOAT, GL_FALSE, stride, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
}
|
||||
|
||||
#include "Graphics/VertexArray.h"
|
||||
#include <glad/glad.h>
|
||||
|
||||
void VertexArray::Create(){
|
||||
glGenVertexArrays(1, &id);
|
||||
}
|
||||
|
||||
void VertexArray::Bind(){
|
||||
glBindVertexArray(id);
|
||||
}
|
||||
|
||||
void VertexArray::Unbind(){
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
void VertexArray::Delete() {
|
||||
glDeleteVertexArrays(1, &id);
|
||||
}
|
||||
|
||||
|
||||
void VertexArray::AttachAttribute(unsigned int index , int size, int stride ){
|
||||
glVertexAttribPointer(index, size, GL_FLOAT, GL_FALSE, stride, 0);
|
||||
glEnableVertexAttribArray(0);
|
||||
}
|
||||
|
@ -1,7 +1,7 @@
|
||||
#version 440 core
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
void main(){
|
||||
FragColor = vec4(0.5f, 0.5f, 0.0f , 1.0f);
|
||||
#version 440 core
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
void main(){
|
||||
FragColor = vec4(0.5f, 0.5f, 0.0f , 1.0f);
|
||||
}
|
@ -1,4 +1,4 @@
|
||||
#include "include/MyGraphicsEngine/Window.h"
|
||||
#include "Graphics/Window.h"
|
||||
#include <stdlib.h>
|
||||
#include <stdio.h>
|
||||
|
||||
@ -51,11 +51,11 @@ Width(width), Height(height), FullScreen(false){
|
||||
BarinkWindow::~BarinkWindow(){
|
||||
|
||||
glfwTerminate();
|
||||
}
|
||||
|
||||
GLFWwindow* BarinkWindow::windowptr()
|
||||
{
|
||||
return window;
|
||||
}
|
||||
|
||||
GLFWwindow* BarinkWindow::windowptr()
|
||||
{
|
||||
return window;
|
||||
}
|
||||
|
||||
bool BarinkWindow::WindowShouldClose(){
|
@ -3,32 +3,56 @@ project "BarinkEngine"
|
||||
|
||||
buildmessage "Building BarinkEngine"
|
||||
|
||||
includedirs{
|
||||
"./../libs/lua/include",
|
||||
"./libs/spdlog/include",
|
||||
includedirs {
|
||||
"Include/",
|
||||
|
||||
"./../libs/glm",
|
||||
"./../MyGraphicsEngine/include",
|
||||
"../libs/lua/include",
|
||||
"../libs/spdlog/include",
|
||||
"../libs/glm",
|
||||
"../libs/GorillaAudio/include",
|
||||
|
||||
"./../libs/GorillaAudio/include"
|
||||
"../libs/assimp/include",
|
||||
"../libs/glad/include",
|
||||
"../libs/glfw/include",
|
||||
"../libs/tinygltf",
|
||||
"../libs/glew/include",
|
||||
"../libs/glm",
|
||||
"../libs/ImGui",
|
||||
|
||||
}
|
||||
|
||||
libdirs {
|
||||
"./../libs/lua",
|
||||
"./../libs/spdlog/build/Release"
|
||||
"../libs/lua",
|
||||
"../libs/spdlog/build/Release",
|
||||
"../libs/assimp/lib/Debug",
|
||||
"../libs/glfw/build/src/Debug",
|
||||
"../libs/ImGui"
|
||||
}
|
||||
|
||||
links {
|
||||
"lua54",
|
||||
"spdlog",
|
||||
"MyGraphicsEngine"
|
||||
"assimp-vc143-mtd",
|
||||
"glfw3"
|
||||
}
|
||||
|
||||
files {
|
||||
"../libs/ImGui/*.cpp",
|
||||
"../libs/ImGui/backends/imgui_impl_glfw.cpp",
|
||||
"../libs/ImGui/backends/imgui_impl_Opengl3.cpp",
|
||||
"../libs/glad/src/glad.c",
|
||||
|
||||
"./*.cpp",
|
||||
"./*.h",
|
||||
"./**/*.cpp",
|
||||
"./**/*.h"
|
||||
}
|
||||
|
||||
|
||||
|
||||
-- NOTE: make these copy instructions more flexible
|
||||
ok, err = os.copyfile("graphics/shaders/fragment.shader", "../build/SandboxApplication/Debug/test.fs")
|
||||
if err then error("Copy fragment shader source failed!") end
|
||||
|
||||
ok, err = os.copyfile("graphics/shaders/vertex.shader", "../build/SandboxApplication/Debug/test.vs")
|
||||
if err then error("Copy vertex shader source failed!") end
|
||||
|
@ -1,49 +0,0 @@
|
||||
|
||||
project "MyGraphicsEngine"
|
||||
kind "StaticLib"
|
||||
|
||||
buildmessage "Building MyGraphicsEngine ..."
|
||||
|
||||
includedirs {
|
||||
"../libs/assimp/include",
|
||||
"../libs/glad/include",
|
||||
"../libs/glfw/include",
|
||||
"../libs/tinygltf",
|
||||
"../libs/glew/include",
|
||||
"../libs/glm",
|
||||
"../libs/ImGui",
|
||||
|
||||
}
|
||||
|
||||
|
||||
libdirs{
|
||||
"../libs/assimp/lib/Debug",
|
||||
"../libs/glfw/build/src/Debug",
|
||||
"../libs/ImGui"
|
||||
}
|
||||
|
||||
links {
|
||||
"assimp-vc143-mtd",
|
||||
"glfw3",
|
||||
}
|
||||
|
||||
files {
|
||||
"../libs/ImGui/*.cpp",
|
||||
"../libs/ImGui/backends/imgui_impl_glfw.cpp",
|
||||
"../libs/ImGui/backends/imgui_impl_Opengl3.cpp",
|
||||
"../libs/glad/src/glad.c",
|
||||
"./*.cpp",
|
||||
"./*.h",
|
||||
"./**/*.cpp",
|
||||
"./**/*.shader",
|
||||
"./**/*.h"
|
||||
|
||||
}
|
||||
|
||||
|
||||
-- NOTE: make these copy instructions more flexible
|
||||
ok, err = os.copyfile("shaders/fragment.shader", "../build/SandboxApplication/Debug/test.fs")
|
||||
if err then error("Copy fragment shader source failed!") end
|
||||
|
||||
ok, err = os.copyfile("shaders/vertex.shader", "../build/SandboxApplication/Debug/test.vs")
|
||||
if err then error("Copy vertex shader source failed!") end
|
@ -1,10 +1,20 @@
|
||||
#include <BarinkEngine.h>
|
||||
#include "BarinkEngine.h"
|
||||
|
||||
|
||||
|
||||
void Start(int argc, char* argv[]) {
|
||||
|
||||
std::cout << "Hello start!" << std::endl;
|
||||
std::cout << "h" << std::endl;
|
||||
// BarinkWindow GameWindow(800, 600);
|
||||
|
||||
char cwd[256];
|
||||
memset(cwd, '\0', 256);
|
||||
// getcwd(cwd, 256);
|
||||
//spdlog::info("Working directory: {}", cwd);
|
||||
|
||||
WARN("Hello warning");
|
||||
|
||||
// BarinkWindow GameWindow(800, 600);
|
||||
|
||||
}
|
||||
|
||||
|
28
premake5.lua
28
premake5.lua
@ -29,7 +29,29 @@ workspace "BarinkEngine"
|
||||
}
|
||||
|
||||
includedirs{
|
||||
"./BarinkEngine/include"
|
||||
"./BarinkEngine/Include",
|
||||
|
||||
|
||||
-- I'd prefer if didn't need these..
|
||||
-- We'll figure that out some time later
|
||||
"./libs/lua/include",
|
||||
"./libs/spdlog/include",
|
||||
"./libs/glm",
|
||||
"./libs/GorillaAudio/include",
|
||||
|
||||
"./libs/assimp/include",
|
||||
"./libs/glad/include",
|
||||
"./libs/glfw/include",
|
||||
"./libs/tinygltf",
|
||||
"./libs/glew/include",
|
||||
"./libs/glm",
|
||||
"./libs/ImGui",
|
||||
|
||||
|
||||
}
|
||||
|
||||
libdirs {
|
||||
'./build/BarinkEngine/Debug'
|
||||
}
|
||||
|
||||
files {
|
||||
@ -38,6 +60,4 @@ workspace "BarinkEngine"
|
||||
}
|
||||
|
||||
|
||||
include("./BarinkEngine")
|
||||
|
||||
include("./MyGraphicsEngine")
|
||||
include("./BarinkEngine")
|
||||
|
Loading…
Reference in New Issue
Block a user