Working on semi proper API to build a scene
This commit is contained in:
		@ -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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