Working on semi proper API to build a scene
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@ -1,7 +1,8 @@
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#pragma once
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#define TINYGLTF_IMPLEMENTATION
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#define STB_IMAGE_IMPLEMENTATION
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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#define TINYGLTF_IMPLEMENTATION
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#define TINYGLTF_NO_EXTERNAL_IMAGE
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#include "Graphics/Mesh.h"
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@ -9,6 +10,7 @@
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#include <assimp/scene.h>
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#include <assimp/postprocess.h>
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#include <string>
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#include "Scene/SceneNodeTypes.h"
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void ProcessVertices(aiMesh* mesh, std::vector<BarinkEngine::Vertex>& out_vertices);
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void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices);
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@ -17,7 +19,9 @@ void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices);
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class ModelImporter {
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public:
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std::vector<BarinkEngine::Mesh> Import(const std::string path);
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SceneObject* Import(const std::string path);
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private:
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@ -5,6 +5,7 @@
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class Node {
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public:
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Node(std::string& name);
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std::string& name;
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Node* parent;
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std::vector<Node*> children;
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@ -15,7 +16,9 @@ class Node {
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class Group : Node {
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class Group : public Node {
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public:
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Group(std::string& name);
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Transform& transform;
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};
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@ -5,11 +5,14 @@
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static class SceneManager {
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public:
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static Scene* CreateScene();
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static Scene& GetScene(std::string name);
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static Scene* CreateScene(const std::string& name );
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static Scene& GetScene(const std::string& name);
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static void LoadScene(Scene& scene);
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private:
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static std::map<std::string , Scene*>
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static Scene* CurrentScene;
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static std::map<std::string, Scene*> Scenes;
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};
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@ -3,18 +3,19 @@
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#include "Graphics/Renderable.h"
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#include "Scene/Node.h"
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class SceneCamera : Group
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class SceneCamera : public Group
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{
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public:
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Camera& camera;
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SceneCamera();
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};
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class SceneObject : Group
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class SceneObject : public Group
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{
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public:
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Renderable& renderable;
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SceneObject();
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};
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@ -1,10 +1,11 @@
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#include "Scene.h"
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#include "Scene/Node.h"
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void DeleteSubGraph(Node* tree);
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Scene::Scene(std::string sceneName)
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{
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// Create a root node
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root = new Node();
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root = new Group(sceneName);
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root->name = sceneName;
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}
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@ -42,6 +43,8 @@ Node& Scene::GetRoot()
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return *root;
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}
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void Node::addChild(Node& node)
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{
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children.push_back(&node);
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7
BarinkEngine/Scene/Node.cpp
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7
BarinkEngine/Scene/Node.cpp
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@ -0,0 +1,7 @@
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#include "Scene/Node.h"
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Node::Node(std::string& name)
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: name(name), parent(nullptr), children(std::vector<Node*>()) {}
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Group::Group(std::string& name )
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: Node(name), transform(Transform()) {}
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18
BarinkEngine/Scene/SceneManager.cpp
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18
BarinkEngine/Scene/SceneManager.cpp
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@ -0,0 +1,18 @@
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#include "Scene/SceneManager.h"
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Scene* SceneManager::CreateScene(const std::string& name)
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{
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SceneManager::Scenes[name] = new Scene(name);
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return &SceneManager::GetScene(name);
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}
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Scene& SceneManager::GetScene(const std::string& name)
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{
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return *SceneManager::Scenes[name];
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}
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void SceneManager::LoadScene( Scene& scene)
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{
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CurrentScene = &scene;
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}
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@ -1,14 +1,20 @@
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#include "AssetManager/ModelImporter.h"
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std::vector<BarinkEngine::Mesh> ModelImporter::Import(const std::string path)
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SceneObject* ModelImporter::Import(const std::string path)
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{
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SceneObject* root = new SceneObject();
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Assimp::Importer importer;
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const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
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aiNode* currentNode = scene->mRootNode;
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return processNode(currentNode, scene);
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std::vector<BarinkEngine::Mesh> meshes = processNode(currentNode, scene);
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return root;
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}
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std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* 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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// 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(scene.GetRoot(),0);
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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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