Graphics Engine is now part of the whole engine instead, Project will

actually compile #9
This commit is contained in:
2022-05-28 13:32:17 +02:00
parent 3446bc2399
commit dae8830e2b
27 changed files with 401 additions and 394 deletions

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#include "Graphics/Buffer.h"
int Buffer::getBufferID() {
return id;
}
void Buffer::createBuffer() {
glGenBuffers(1, (GLuint*) &id);
}
void Buffer::setBufferData(void* data, size_t dataSize, bool elementBuffer = false ) {
if (elementBuffer) {
glBufferData(GL_ELEMENT_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
}
else {
glBufferData(GL_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
}
}
void Buffer::Bind(bool elementBuffer = false ) {
if (elementBuffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
}
else {
glBindBuffer(GL_ARRAY_BUFFER, id);
}
}
void Buffer::Unbind(bool elementBuffer = false) {
if (elementBuffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
else {
glBindBuffer(GL_ARRAY_BUFFER, 0);
}
}
void Buffer::Delete() {
glDeleteBuffers(1, (GLuint*) &id);
}

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#include "Graphics/Camera.h"
Camera::Camera(glm::vec3 position, glm::vec3 rotation, float zoom)
: Position(position), Rotation(rotation), Zoom(zoom) {
Front = glm::vec3(-1.0f, 0.0f, 0.0f);
Right = glm::vec3(0.0f, 0.0f, 1.0f);
Up = glm::vec3(0.0f, 1.0f, 0.0f);
}
Camera::~Camera() {
}
glm::mat4 Camera::GetViewMatrix() {
return glm::lookAt(
Position,
Position + Front,
Up
);
}

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#include "AssetManager/ModelImporter.h"
void ModelImporter::ImportFBX(std::string path)
{
//spdlog::warn("ImportFBX not implemented!");
}
void ModelImporter::ImportBlend(std::string path)
{
//spdlog::warn("ImportBlend not implemented!");
}
void ModelImporter::ImportGLTF(std::string path)
{
//spdlog::warn("ImportGLTF not implemented!");
}
void ModelImporter::ImportOBJ(std::string path)
{
//spdlog::warn("ImportOBJ not implemented!");
}
void ModelImporter::Import(std::string path)
{
//spdlog::warn("Import not implemented!");
}
std::vector<BarinkEngine::Mesh> ModelImporter::Test() {
/*
spdlog::info("====== Tiny GLTF ======");
tinygltf::Model loadedModel;
tinygltf::TinyGLTF loader;
std::string error;
std::string warn;
bool ret = loader.LoadASCIIFromFile(&loadedModel, &error, &warn, "./Build/SandboxApplication/Debug/sponza.gltf");
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;
}

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#include "Graphics/Renderable.h"
#include "AssetManager/ModelImporter.h"
Renderable Renderable::Load()
{
return Renderable();
}
Renderable::Renderable()
{
meshes = ModelImporter::Test();
transform.Scale = glm::vec3(1.0f);
transform.Rotation = glm::vec3(0.0f, 90.0f, 0.0f);
transform.Position = glm::vec3(0.0f, 0.0f, -10.0f);
VAO.Create();
VAO.Bind();
vertexBuffer.createBuffer();
vertexBuffer.Bind(false);
vertexBuffer.setBufferData(&meshes[0].vertices[0], meshes[0].vertices.size() * sizeof(glm::vec3), false);
elementBuffer.createBuffer();
elementBuffer.Bind(true);
elementBuffer.setBufferData(&meshes[0].elements[0], meshes[0].elements.size() * sizeof(unsigned int), true);
VAO.AttachAttribute(0, 3, 0);
vertexBuffer.Unbind(false);
VAO.Unbind();
}
Renderable::~Renderable()
{
}
void Renderable::Draw()
{
VAO.Bind();
elementBuffer.Bind(true);
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(meshes[0].elements.size()), GL_UNSIGNED_INT, NULL);
VAO.Unbind();
}

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#include "Graphics/Shader.h"
Shader::Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath)
{
char infoLog[512];
int succes;
char* vertexCode = readFile(vertexShaderPath.c_str());
//spdlog::info(vertexCode);
unsigned int vertId = glCreateShader(GL_VERTEX_SHADER);
glShaderSource(vertId, 1, &vertexCode, NULL);
glCompileShader(vertId);
glGetShaderiv(vertId, GL_COMPILE_STATUS, &succes);
if(!succes){
glGetShaderInfoLog(vertId, 512, NULL, infoLog);
//spdlog::error( "Vertex shader has compile error {}", infoLog);
return;
}
char* fragmentCode = readFile(fragmentShaderPath.c_str());
//spdlog::info(fragmentCode);
unsigned int fragId = glCreateShader(GL_FRAGMENT_SHADER);
glShaderSource(fragId, 1, &fragmentCode, NULL);
glCompileShader(fragId);
glGetShaderiv(fragId, GL_COMPILE_STATUS, &succes);
if(!succes){
glGetShaderInfoLog(fragId, 512, NULL, infoLog);
//spdlog::error("Fragment shader has compile error {}", infoLog);
return;
}
id = glCreateProgram();
glAttachShader(id, vertId);
glAttachShader(id, fragId);
glLinkProgram(id);
int success;
glGetProgramiv(id, GL_LINK_STATUS, &success);
if(!success) {
glGetProgramInfoLog(id, 512, NULL, infoLog);
printf("ERROR::SHADER_PROGRAM::LINKING_FAILED\n %s", infoLog);
}
delete vertexCode;
delete fragmentCode;
}
char* Shader::readFile (const char* filePath){
std::ifstream file ;
file.open(filePath);
if(file.is_open() == false){
//spdlog::info("File not found.");
return nullptr;
}
// Determine the file size!
file.seekg(0, std::ios::end);
size_t filesize = file.tellg();
// Undo previous seek.
file.seekg(0, std::ios::beg);
//spdlog::info("filesize: {}", filesize);
// Create a big enough buffer for the file
size_t bufferSize = filesize + 3;
char* FileBuffer = new char[bufferSize];
memset(FileBuffer, '\0', bufferSize);
// read the whole file
file.read(FileBuffer, filesize);
return FileBuffer;
}
void Shader::Use()
{
glUseProgram(id);
}
void Shader::setUniformMat4(std::string uniformName, glm::mat4 matrix4)
{
glUniformMatrix4fv(glGetUniformLocation(id, uniformName.c_str()), 1, GL_FALSE, glm::value_ptr(matrix4));
}
void Shader::setUniformVec4(std::string uniformName, glm::vec4 vector4)
{
glUniform4fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector4));
}
void Shader::setUniformVec3(std::string uniformName, glm::vec3 vector3)
{
glUniform3fv(glGetUniformLocation(id, uniformName.c_str()), 1, glm::value_ptr(vector3));
}
void Shader::setUniformVec2(std::string uniformName, glm::vec2 vector2)
{
glUniform2fv(glGetUniformLocation(id, uniformName.c_str()),1, glm::value_ptr(vector2));
}
void Shader::setUniformFloat(std::string uniformName, float value)
{
glUniform1f(glGetUniformLocation(id, uniformName.c_str()), value);
}
void Shader::setUniformInt(std::string uniformName, int value)
{
glUniform1i(glGetUniformLocation(id, uniformName.c_str()), value);
}

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#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);
}

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#version 440 core
out vec4 FragColor;
void main(){
FragColor = vec4(0.5f, 0.5f, 0.0f , 1.0f);
}

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#version 440 core
in layout(location=0) vec3 aPos;
uniform mat4 M;
uniform mat4 V;
uniform mat4 P;
void main() {
gl_Position = P * V * M * vec4(aPos.x, aPos.y, aPos.z, 1.0);
}

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#include "Graphics/Window.h"
#include <stdlib.h>
#include <stdio.h>
bool BarinkWindow::InitGLFW(){
if(!glfwInit())
{
// spdlog::error("Failed to initialise GLFW!");
return false;
}
return true;
}
BarinkWindow::BarinkWindow(const int width, const int height) :
Width(width), Height(height), FullScreen(false){
if (InitGLFW()==false) {
exit(-1);
}
window = glfwCreateWindow(Width, Height, "BarinkEngine", NULL, NULL);
if( !window)
{
// spdlog::error("GLFW failed to create window!");
glfwTerminate();
return;
}
glfwMakeContextCurrent(window);
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
printf("Failed to initialize GLAD!\n");
exit(-1);
}
VulkanSupported = glfwVulkanSupported();
glfwGetFramebufferSize(window, &Width, &Height);
glViewport(0,0, Width, Height);
glClearColor(0.2f, 0.2f, 0.2f, 1.0f);
}
BarinkWindow::~BarinkWindow(){
glfwTerminate();
}
GLFWwindow* BarinkWindow::windowptr()
{
return window;
}
bool BarinkWindow::WindowShouldClose(){
return glfwWindowShouldClose(window);
}
void BarinkWindow::Poll()
{
glfwPollEvents();
}
void BarinkWindow::SwapBuffers()
{
glfwSwapBuffers(window);
}