Graphics Engine is now part of the whole engine instead, Project will
actually compile #9
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@ -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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@ -4,7 +4,7 @@
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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 "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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@ -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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@ -1,7 +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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@ -5,12 +5,12 @@
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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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@ -1,4 +1,4 @@
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#include "include/MyGraphicsEngine/Buffer.h"
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#include "Graphics/Buffer.h"
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int Buffer::getBufferID() {
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@ -1,4 +1,4 @@
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#include "include/MyGraphicsEngine/Camera.h"
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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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@ -1,4 +1,4 @@
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#include "include/AssetManager/ModelImporter.h"
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#include "AssetManager/ModelImporter.h"
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void ModelImporter::ImportFBX(std::string path)
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@ -1,5 +1,7 @@
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#include "include/MyGraphicsEngine/Renderable.h"
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#include "include/AssetManager/ModelImporter.h"
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#include "Graphics/Renderable.h"
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#include "AssetManager/ModelImporter.h"
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Renderable Renderable::Load()
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{
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@ -1,4 +1,4 @@
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#include "include/MyGraphicsEngine/Shader.h"
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#include "Graphics/Shader.h"
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Shader::Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath)
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{
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@ -1,4 +1,4 @@
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#include "include/MyGraphicsEngine/VertexArray.h"
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#include "Graphics/VertexArray.h"
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#include <glad/glad.h>
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void VertexArray::Create(){
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@ -1,4 +1,4 @@
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#include "include/MyGraphicsEngine/Window.h"
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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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@ -4,31 +4,55 @@ project "BarinkEngine"
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buildmessage "Building BarinkEngine"
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includedirs {
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"./../libs/lua/include",
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"./libs/spdlog/include",
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"Include/",
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"./../libs/glm",
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"./../MyGraphicsEngine/include",
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"../libs/lua/include",
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"../libs/spdlog/include",
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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/assimp/include",
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"../libs/glad/include",
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"../libs/glfw/include",
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"../libs/tinygltf",
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"../libs/glew/include",
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"../libs/glm",
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"../libs/ImGui",
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}
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libdirs {
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"./../libs/lua",
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"./../libs/spdlog/build/Release"
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"../libs/lua",
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"../libs/spdlog/build/Release",
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"../libs/assimp/lib/Debug",
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"../libs/glfw/build/src/Debug",
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"../libs/ImGui"
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}
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links {
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"lua54",
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"spdlog",
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"MyGraphicsEngine"
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"assimp-vc143-mtd",
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"glfw3"
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}
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files {
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"../libs/ImGui/*.cpp",
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"../libs/ImGui/backends/imgui_impl_glfw.cpp",
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"../libs/ImGui/backends/imgui_impl_Opengl3.cpp",
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"../libs/glad/src/glad.c",
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"./*.cpp",
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"./*.h",
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"./**/*.cpp",
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"./**/*.h"
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}
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-- NOTE: make these copy instructions more flexible
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ok, err = os.copyfile("graphics/shaders/fragment.shader", "../build/SandboxApplication/Debug/test.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/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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@ -1,49 +0,0 @@
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project "MyGraphicsEngine"
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kind "StaticLib"
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buildmessage "Building MyGraphicsEngine ..."
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includedirs {
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"../libs/assimp/include",
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"../libs/glad/include",
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"../libs/glfw/include",
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"../libs/tinygltf",
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"../libs/glew/include",
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"../libs/glm",
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"../libs/ImGui",
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}
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libdirs{
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"../libs/assimp/lib/Debug",
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"../libs/glfw/build/src/Debug",
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"../libs/ImGui"
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}
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links {
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"assimp-vc143-mtd",
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"glfw3",
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}
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files {
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"../libs/ImGui/*.cpp",
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"../libs/ImGui/backends/imgui_impl_glfw.cpp",
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"../libs/ImGui/backends/imgui_impl_Opengl3.cpp",
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"../libs/glad/src/glad.c",
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"./*.cpp",
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"./*.h",
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"./**/*.cpp",
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"./**/*.shader",
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"./**/*.h"
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}
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-- NOTE: make these copy instructions more flexible
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ok, err = os.copyfile("shaders/fragment.shader", "../build/SandboxApplication/Debug/test.fs")
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if err then error("Copy fragment shader source failed!") end
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ok, err = os.copyfile("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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@ -1,9 +1,19 @@
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#include <BarinkEngine.h>
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#include "BarinkEngine.h"
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void Start(int argc, char* argv[]) {
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std::cout << "Hello start!" << std::endl;
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std::cout << "h" << std::endl;
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char cwd[256];
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memset(cwd, '\0', 256);
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// getcwd(cwd, 256);
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//spdlog::info("Working directory: {}", cwd);
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WARN("Hello warning");
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// BarinkWindow GameWindow(800, 600);
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}
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26
premake5.lua
26
premake5.lua
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}
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includedirs{
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"./BarinkEngine/include"
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"./BarinkEngine/Include",
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-- I'd prefer if didn't need these..
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-- We'll figure that out some time later
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"./libs/lua/include",
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"./libs/spdlog/include",
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"./libs/glm",
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"./libs/GorillaAudio/include",
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"./libs/assimp/include",
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"./libs/glad/include",
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"./libs/glfw/include",
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"./libs/tinygltf",
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"./libs/glew/include",
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"./libs/glm",
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"./libs/ImGui",
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}
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libdirs {
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'./build/BarinkEngine/Debug'
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}
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files {
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@ -39,5 +61,3 @@ workspace "BarinkEngine"
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include("./BarinkEngine")
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include("./MyGraphicsEngine")
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