Working on semi proper API to build a scene

This commit is contained in:
2022-07-09 21:22:50 +02:00
parent b7e3465406
commit f8b390923e
9 changed files with 116 additions and 55 deletions

View File

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