Working on semi proper API to build a scene
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@ -1,4 +1,8 @@
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#include "BarinkEngine.h"
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#include "Scene\SceneManager.h"
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#include "Scene\SceneNodeTypes.h"
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#include "AssetManager/ModelImporter.h"
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#include "imgui.h"
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#include "GUI.h"
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#include "Util.h"
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@ -11,12 +15,12 @@ Camera* cam;
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Shader* shader;
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BarinkEngine::Renderable* Cube;
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Material* matCube;
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Texture* textureCube;
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//BarinkEngine::Renderable* Cube;
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//Material* matCube;
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//Texture* textureCube;
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BarinkEngine::Renderable* Cube2;
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Material* matCube2;
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//BarinkEngine::Renderable* Cube2;
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//Material* matCube2;
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char* code = new char[254];
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@ -25,6 +29,8 @@ 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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ModelImporter* MI = new ModelImporter();
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/*
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@ -33,35 +39,47 @@ const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs
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*/
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void Start() {
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// Walk scene graph
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//PrintSceneTree(scene.GetRoot(),0);
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// Create a level and load it as the current level
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auto Level1 = SceneManager::CreateScene("TestLevel");
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SceneManager::LoadScene(*Level1);
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// Create a cube node
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Level1->GetRoot().addChild(*(MI->Import("build/SandboxApplication/Debug/Models")));
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// Build a basic test scene
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// NOTE: This will later be done through an editor
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// Walk scene graph
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PrintSceneTree(Level1->GetRoot(),0);
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shader = new Shader(vertexShaderSource, fragmentShaderSource);
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textureCube = new Texture("build/SandboxApplication/Debug/Textures/wall.jpg");
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//textureCube = new Texture("build/SandboxApplication/Debug/Textures/wall.jpg");
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matCube = new Material(*shader);
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matCube->Color = glm::vec3(1.0, 0.0, 0.0);
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//matCube = new Material(*shader);
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//matCube->Color = glm::vec3(1.0, 0.0, 0.0);
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matCube2 = new Material(*shader);
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matCube2->Color = glm::vec3(0.0, 1.0f, 0.0);
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//matCube2 = new Material(*shader);
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//matCube2->Color = glm::vec3(0.0, 1.0f, 0.0);
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/*
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* load meshes
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*/
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Cube =
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Cube2 = Renderable::Load();
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Cube->addChild(*Cube2);
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//Cube =
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//Cube2 = Renderable::Load();
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//Cube->addChild(*Cube2);
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Cube->shader = shader;
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Cube2->shader = shader;
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//Cube->shader = shader;
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//Cube2->shader = shader;
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Cube->texture = textureCube;
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Cube2->texture = textureCube;
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//Cube->texture = textureCube;
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//Cube2->texture = textureCube;
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Cube2->transform.Position = glm::vec3(-9.0f, 0.0f, 0.0f);
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//Cube2->transform.Position = glm::vec3(-9.0f, 0.0f, 0.0f);
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Cube->transform.Position = glm::vec3(-8.0f, 0.0f, -2.0f);
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//Cube->transform.Position = glm::vec3(-8.0f, 0.0f, -2.0f);
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cam = new Camera(glm::vec3(0.0f, 1.5f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
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@ -90,12 +108,12 @@ void ImmediateGraphicsDraw() {
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CameraTool(cam);
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ScriptingTool(code);
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transformWindow(Cube->transform, "Transform (Cube)");
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//transformWindow(Cube->transform, "Transform (Cube)");
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transformWindow(Cube2->transform, "Transform (Cube2)");
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//transformWindow(Cube2->transform, "Transform (Cube2)");
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materialWindow(*matCube, "Material Cube");
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materialWindow(*matCube2, "Material Cube2");
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//materialWindow(*matCube, "Material Cube");
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//materialWindow(*matCube2, "Material Cube2");
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@ -107,8 +125,6 @@ void ImmediateGraphicsDraw() {
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*/
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void Update()
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{
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/*
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* NOTE: this needs to move to the renderer
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* Render code should not appear in the sandbox file
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@ -119,16 +135,16 @@ void Update()
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shader->Use();
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shader->setUniformMat4("P", projection);
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shader->setUniformMat4("M", CalculateModelMat(Cube->transform));
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//shader->setUniformMat4("M", CalculateModelMat(Cube->transform));
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shader->setUniformMat4("V", cam->GetViewMatrix());
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matCube->Apply();
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//matCube->Apply();
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Cube->Draw();
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//Cube->Draw();
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shader->setUniformMat4("M", CalculateModelMat(Cube2->transform));
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matCube2->Apply();
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//shader->setUniformMat4("M", CalculateModelMat(Cube2->transform));
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// matCube2->Apply();
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Cube2->Draw();
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//Cube2->Draw();
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}
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@ -138,17 +154,17 @@ void Update()
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*/
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void Stop() {
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// Cleanup
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Cube->VAO.Delete();
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Cube->elementBuffer.Delete();
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//Cube->VAO.Delete();
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//Cube->elementBuffer.Delete();
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Cube2->VAO.Delete();
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Cube2->elementBuffer.Delete();
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//Cube2->VAO.Delete();
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//Cube2->elementBuffer.Delete();
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delete Cube2;
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delete Cube;
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//delete Cube2;
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//delete Cube;
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delete matCube;
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delete matCube2;
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//delete matCube;
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//delete matCube2;
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delete shader;
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}
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