Compare commits
4 Commits
Feature/Ba
...
e31fd036ea
Author | SHA1 | Date | |
---|---|---|---|
e31fd036ea | |||
6a2e8d3b2f | |||
f8b390923e | |||
b7e3465406 |
6
.vscode/settings.json
vendored
6
.vscode/settings.json
vendored
@ -1,6 +0,0 @@
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{
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"cmake.configureOnOpen": true,
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"files.associations": {
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"iosfwd": "cpp"
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}
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}
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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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@ -9,18 +10,25 @@
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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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namespace BarinkEngine {
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class ModelImporter {
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public:
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SceneObject* Import(const std::string path);
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private:
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void ImportFBX(std::string path);
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void ImportBlend(std::string path);
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void ImportGLTF(std::string path);
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void ImportOBJ(std::string path);
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static BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene);
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static std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene);
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public:
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void Import(std::string path);
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static std::vector<BarinkEngine::Mesh> Test();
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};
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}
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@ -1,6 +1,6 @@
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#pragma once
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#include <glad/glad.h>
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class Buffer {
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class GpuBuffer {
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private:
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unsigned int id;
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public:
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@ -1,10 +1,11 @@
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#pragma once
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#include <vector>
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#include <glm/glm.hpp>
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#include "VertexArray.h"
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#include "Buffer.h"
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namespace BarinkEngine{
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struct Vertex {
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glm::vec3 vertices;
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glm::vec2 uv;
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@ -15,6 +16,11 @@ namespace BarinkEngine{
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std::vector<Vertex> vertices;
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std::vector<unsigned int> elements;
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private:
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GpuBuffer vertexBuffer;
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GpuBuffer elementBuffer;
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VertexArray VAO;
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unsigned int UV_id;
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};
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}
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@ -20,8 +20,8 @@ private:
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std::vector<unsigned int > indices;
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Buffer vertexBuffer;
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Buffer elementBuffer;
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GpuBuffer vertexBuffer;
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GpuBuffer elementBuffer;
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VertexArray VAO;
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@ -1,37 +1,23 @@
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#pragma once
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#include <vector>
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#include "Mesh.h"
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#include "Buffer.h"
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#include "Material.h"
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#include "Texture.h"
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#include "VertexArray.h"
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#include "Scene.h"
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namespace BarinkEngine {
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class Renderable : public SceneNode {
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class Renderable {
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public:
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/*
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* NOTE: Should combine into a Mesh!!
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*/
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Buffer vertexBuffer;
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Buffer elementBuffer;
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//Buffer uv;
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VertexArray VAO;
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GLuint UV_id;
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Mesh mesh;
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Material* material;
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Texture* texture;
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Shader* shader;
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~Renderable();
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static Renderable* Load();
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void Draw();
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private:
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std::vector<BarinkEngine::Mesh> meshes;
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Renderable();
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~Renderable();
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};
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}
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11
BarinkEngine/Include/Graphics/Transform.h
Normal file
11
BarinkEngine/Include/Graphics/Transform.h
Normal file
@ -0,0 +1,11 @@
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#pragma once
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#include <glm/glm.hpp>
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struct Transform {
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glm::vec3 Position;
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glm::vec3 Rotation;
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glm::vec3 Scale;
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glm::mat4 ModelMatrix;
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};
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@ -3,13 +3,13 @@
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#include <imgui.h>
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struct EngineStatistics {
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uint32_t lastSampleTime;
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long long lastSampleTime;
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float frameTime;
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uint32_t verts;
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uint32_t DC;
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uint64_t frames;
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uint64_t FPS;
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long long frames;
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long long FPS;
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};
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extern EngineStatistics* ES;
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@ -25,8 +25,8 @@ inline void SamplePerformance(void) {
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ES->frames++;
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ES->DC = 0;
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ES->verts = 0;
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unsigned int now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count();
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unsigned int MilliSecondsPast = now - ES->lastSampleTime;
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unsigned long long now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count();
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unsigned long long MilliSecondsPast = now - ES->lastSampleTime;
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if (MilliSecondsPast >= 1000) {
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ES->frameTime = (float)1000 / ES->frames;
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@ -2,46 +2,22 @@
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#include <string>
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#include <vector>
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#include "glm/glm.hpp"
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#include "Graphics/Transform.h"
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#include "Scene/Node.h"
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/*
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* Scene should be a description of a game world
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*/
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struct Transform {
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glm::vec3 Position;
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glm::vec3 Rotation;
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glm::vec3 Scale;
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glm::mat4 ModelMatrix;
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};
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class SceneNode {
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public:
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std::string name;
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Transform transform;
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SceneNode* parent;
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std::vector<SceneNode*> children;
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void addChild(SceneNode& node);
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};
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class Scene {
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public:
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SceneNode& GetSceneNode(std::string);
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SceneNode& GetRoot();
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Node& GetSceneNode(std::string);
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Node& GetRoot();
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Scene(std::string SceneName = "Default Scene");
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Scene(const std::string& sceneName = "Default Scene");
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~Scene();
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private:
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SceneNode* root;
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Node* root;
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};
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24
BarinkEngine/Include/Scene/Node.h
Normal file
24
BarinkEngine/Include/Scene/Node.h
Normal file
@ -0,0 +1,24 @@
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#pragma once
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#include <string>
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#include <vector>
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#include "Graphics/Transform.h"
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class Node {
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public:
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Node(const 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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void addChild(Node& node);
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};
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class Group : public Node {
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public:
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Group(const std::string& name);
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Transform& transform;
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};
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14
BarinkEngine/Include/Scene/SceneBuilder.h
Normal file
14
BarinkEngine/Include/Scene/SceneBuilder.h
Normal file
@ -0,0 +1,14 @@
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#pragma once
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#include "Graphics/Renderable.h"
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#include "Scene/SceneNodeTypes.h"
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#include <glm/glm.hpp>
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/*
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* Define a helper class to more easily build a proper scene
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*/
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static class SceneBuilder {
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static Group* AddGroup(std::string name);
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static SceneObject* AddVisual(std::string name, Renderable& object, glm::vec3 position );
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};
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17
BarinkEngine/Include/Scene/SceneManager.h
Normal file
17
BarinkEngine/Include/Scene/SceneManager.h
Normal file
@ -0,0 +1,17 @@
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#pragma once
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#include <string>
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#include <map>
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#include "Scene.h"
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class SceneManager {
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public:
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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 Scene* CurrentScene;
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static std::map<std::string, Scene*> Scenes;
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};
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22
BarinkEngine/Include/Scene/SceneNodeTypes.h
Normal file
22
BarinkEngine/Include/Scene/SceneNodeTypes.h
Normal file
@ -0,0 +1,22 @@
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#pragma once
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#include "Graphics/Camera.h"
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#include "Graphics/Renderable.h"
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#include "Scene/Node.h"
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namespace BarinkEngine {
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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 : public Group
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{
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public:
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SceneObject(std::string name, Renderable* visual);
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~SceneObject();
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Renderable* renderable;
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};
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}
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@ -1,12 +1,28 @@
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#include "Scene.h"
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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(const std::string& sceneName)
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{
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// Create a root node
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root = new Group(sceneName);
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}
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Scene::~Scene()
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{
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// Delete all nodes in the graph.
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DeleteSubGraph(root);
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}
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SceneNode* SearchInChildren(SceneNode* root, std::string name ) {
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Node* SearchInChildren(Node* root, const std::string name ) {
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if (root->name == name)
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return root;
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SceneNode* found = nullptr;
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Node* found = nullptr;
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for (auto child : root->children) {
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found = SearchInChildren(child, name);
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}
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@ -14,39 +30,37 @@ SceneNode* SearchInChildren(SceneNode* root, std::string name ) {
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}
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SceneNode& Scene::GetSceneNode(std::string name)
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Node& Scene::GetSceneNode(std::string name)
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{
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return *SearchInChildren(root, name);
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}
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SceneNode& Scene::GetRoot()
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Node& Scene::GetRoot()
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{
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return *root;
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}
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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 SceneNode();
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root->name = sceneName;
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root->transform = Transform();
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root->transform.Position = glm::vec3(0);
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root->transform.Rotation = glm::vec3(0);
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root->transform.Scale = glm::vec3(0);
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root->transform.ModelMatrix = glm::mat4(0);
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}
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Scene::~Scene()
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{
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// Destruct scene!
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}
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void SceneNode::addChild(SceneNode& node)
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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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}
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void DeleteSubGraph(Node* tree)
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{
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if (tree->children.size() == 0) {
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delete tree;
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return;
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}
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for (auto child : tree->children) {
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if (child->children.size() > 0) {
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DeleteSubGraph(child);
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}
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}
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}
|
7
BarinkEngine/Scene/Node.cpp
Normal file
7
BarinkEngine/Scene/Node.cpp
Normal file
@ -0,0 +1,7 @@
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#include "Scene/Node.h"
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Node::Node(const std::string& name)
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: name(name), parent(nullptr), children(std::vector<Node*>()) {}
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Group::Group(const std::string& name )
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: Node(name), transform(Transform()) {}
|
22
BarinkEngine/Scene/SceneManager.cpp
Normal file
22
BarinkEngine/Scene/SceneManager.cpp
Normal file
@ -0,0 +1,22 @@
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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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/*
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Scenes = std::map<std::string, Scene*>();
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SceneManager::Scenes[name] = new Scene(name);
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*/
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return new Scene(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 Scene();
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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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//SceneManager::CurrentScene = &scene;
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}
|
12
BarinkEngine/Scene/SceneNodeTypes.cpp
Normal file
12
BarinkEngine/Scene/SceneNodeTypes.cpp
Normal file
@ -0,0 +1,12 @@
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#include "Scene/SceneNodeTypes.h"
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BarinkEngine::SceneCamera::SceneCamera()
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: Group(std::string("Camera")), camera(Camera(glm::vec3(0.0f), glm::vec3(0.0f), 0))
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{}
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BarinkEngine::SceneObject::SceneObject(std::string name, Renderable* visual)
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: Group(name), renderable(visual)
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{}
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BarinkEngine::SceneObject::~SceneObject()
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{}
|
@ -1,15 +1,15 @@
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#include "Graphics/Buffer.h"
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int Buffer::getBufferID() {
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int GpuBuffer::getBufferID() {
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return id;
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}
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void Buffer::createBuffer() {
|
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void GpuBuffer::createBuffer() {
|
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glGenBuffers(1, (GLuint*) &id);
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}
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|
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void Buffer::setBufferData(void* data, size_t dataSize, bool elementBuffer = false ) {
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void GpuBuffer::setBufferData(void* data, size_t dataSize, bool elementBuffer = false ) {
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|
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if (elementBuffer) {
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
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@ -21,7 +21,7 @@ void Buffer::setBufferData(void* data, size_t dataSize, bool elementBuffer = fal
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|
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}
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|
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void Buffer::Bind(bool elementBuffer = false ) {
|
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void GpuBuffer::Bind(bool elementBuffer = false ) {
|
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if (elementBuffer) {
|
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
|
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|
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@ -32,7 +32,7 @@ void Buffer::Bind(bool elementBuffer = false ) {
|
||||
}
|
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}
|
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|
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void Buffer::Unbind(bool elementBuffer = false) {
|
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void GpuBuffer::Unbind(bool elementBuffer = false) {
|
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if (elementBuffer) {
|
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
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}
|
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@ -42,6 +42,6 @@ void Buffer::Unbind(bool elementBuffer = false) {
|
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}
|
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}
|
||||
|
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void Buffer::Delete() {
|
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void GpuBuffer::Delete() {
|
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glDeleteBuffers(1, (GLuint*) &id);
|
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}
|
@ -1,70 +1,27 @@
|
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#include "AssetManager/ModelImporter.h"
|
||||
|
||||
|
||||
void ModelImporter::ImportFBX(std::string path)
|
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BarinkEngine::SceneObject* BarinkEngine::ModelImporter::Import(const std::string path)
|
||||
{
|
||||
//spdlog::warn("ImportFBX not implemented!");
|
||||
}
|
||||
|
||||
void ModelImporter::ImportBlend(std::string path)
|
||||
{
|
||||
//spdlog::warn("ImportBlend not implemented!");
|
||||
}
|
||||
|
||||
void ModelImporter::ImportGLTF(std::string path)
|
||||
{
|
||||
//spdlog::warn("ImportGLTF not implemented!");
|
||||
}
|
||||
|
||||
void ModelImporter::ImportOBJ(std::string path)
|
||||
{
|
||||
//spdlog::warn("ImportOBJ not implemented!");
|
||||
}
|
||||
|
||||
void ModelImporter::Import(std::string path)
|
||||
{
|
||||
//spdlog::warn("Import not implemented!");
|
||||
}
|
||||
|
||||
std::vector<BarinkEngine::Mesh> ModelImporter::Test() {
|
||||
|
||||
/*
|
||||
spdlog::info("====== Tiny GLTF ======");
|
||||
tinygltf::Model loadedModel;
|
||||
tinygltf::TinyGLTF loader;
|
||||
std::string error;
|
||||
std::string warn;
|
||||
bool ret = loader.LoadASCIIFromFile(&loadedModel, &error, &warn, "./Build/SandboxApplication/Debug/sponza.gltf");
|
||||
|
||||
if (!warn.empty())
|
||||
spdlog::warn("TinyGLTF Warning: {}", warn);
|
||||
if (!error.empty())
|
||||
spdlog::error("TinyGLTF Error: {}", error);
|
||||
if (!ret) {
|
||||
spdlog::error("TinyGLTF Error: Failed to parse glTF");
|
||||
exit(-1);
|
||||
}
|
||||
|
||||
spdlog::info("Meshes in model: {}", loadedModel.meshes.size());
|
||||
spdlog::info("Primitives in mesh: {}", loadedModel.meshes[0].primitives.size());
|
||||
|
||||
*/
|
||||
|
||||
|
||||
//spdlog::info("======= Assimp ======");
|
||||
SceneObject* root = new SceneObject(std::string(path), nullptr);
|
||||
|
||||
Assimp::Importer importer;
|
||||
const aiScene* scene = importer.ReadFile("build/SandboxApplication/Debug/Models/Cube.obj", aiProcess_Triangulate | aiProcess_FlipUVs);
|
||||
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
|
||||
|
||||
aiNode* currentNode = scene->mRootNode;
|
||||
|
||||
return processNode(currentNode, scene);
|
||||
std::vector<BarinkEngine::Mesh> meshes = processNode(currentNode, scene);
|
||||
|
||||
return root;
|
||||
|
||||
}
|
||||
|
||||
std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene) {
|
||||
std::vector<BarinkEngine::Mesh> BarinkEngine::ModelImporter::processNode(aiNode* node, const aiScene* scene)
|
||||
{
|
||||
|
||||
std::vector<BarinkEngine::Mesh> meshes;
|
||||
|
||||
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
|
||||
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
||||
meshes.push_back(processMesh(mesh, scene));
|
||||
@ -81,10 +38,24 @@ std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const a
|
||||
return meshes;
|
||||
}
|
||||
|
||||
BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene) {
|
||||
BarinkEngine::Mesh BarinkEngine::ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene) {
|
||||
std::vector<unsigned int> indices;
|
||||
std::vector<BarinkEngine::Vertex> vertices;
|
||||
|
||||
ProcessVertices(mesh, vertices);
|
||||
|
||||
ProcessIndices(mesh, indices);
|
||||
|
||||
BarinkEngine::Mesh result;
|
||||
result.vertices = vertices;
|
||||
result.elements = indices;
|
||||
|
||||
|
||||
return result;
|
||||
|
||||
}
|
||||
|
||||
void ProcessVertices(aiMesh* mesh, std::vector<BarinkEngine::Vertex>& out_vertices) {
|
||||
// Process vertices
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
|
||||
BarinkEngine::Vertex v{};
|
||||
@ -106,28 +77,18 @@ BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene
|
||||
|
||||
}
|
||||
|
||||
vertices.push_back(v);
|
||||
out_vertices.push_back(v);
|
||||
}
|
||||
}
|
||||
|
||||
void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices) {
|
||||
// Process Indices
|
||||
for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
|
||||
aiFace face = mesh->mFaces[i];
|
||||
if (face.mNumIndices < 3)
|
||||
continue;
|
||||
for (unsigned int j = 0; j < face.mNumIndices; j++) {
|
||||
indices.push_back(face.mIndices[j]);
|
||||
out_indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
BarinkEngine::Mesh result;
|
||||
|
||||
|
||||
result.vertices = vertices;
|
||||
result.elements = indices;
|
||||
|
||||
|
||||
return result;
|
||||
|
||||
}
|
@ -3,18 +3,9 @@
|
||||
#include "PerfCounter.h"
|
||||
|
||||
|
||||
Renderable* Renderable::Load()
|
||||
BarinkEngine::Renderable::Renderable()
|
||||
{
|
||||
return new Renderable();
|
||||
}
|
||||
|
||||
Renderable::Renderable()
|
||||
{
|
||||
meshes = ModelImporter::Test();
|
||||
|
||||
transform.Scale = glm::vec3(1.0f);
|
||||
transform.Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
transform.Position = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||
/*
|
||||
|
||||
VAO.Create();
|
||||
VAO.Bind();
|
||||
@ -33,20 +24,20 @@ Renderable::Renderable()
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex),(void* )offsetof(BarinkEngine::Vertex, vertices));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
vertexBuffer.Unbind(false);
|
||||
//vertexBuffer.Unbind(false);
|
||||
|
||||
VAO.Unbind();
|
||||
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
Renderable::~Renderable()
|
||||
BarinkEngine::Renderable::~Renderable()
|
||||
{
|
||||
glDeleteBuffers(1, &UV_id);
|
||||
// glDeleteBuffers(1, &UV_id);
|
||||
}
|
||||
|
||||
void Renderable::Draw()
|
||||
{
|
||||
// Draw call Example !!
|
||||
/*
|
||||
VAO.Bind();
|
||||
elementBuffer.Bind(true);
|
||||
|
||||
@ -58,5 +49,5 @@ void Renderable::Draw()
|
||||
ES->DC++;
|
||||
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(meshes[0].elements.size()), GL_UNSIGNED_INT, NULL);
|
||||
VAO.Unbind();
|
||||
*/
|
||||
|
||||
}
|
||||
|
@ -14,7 +14,7 @@ void BarinkEngine::Renderer::Render()
|
||||
{
|
||||
|
||||
for (auto model : models) {
|
||||
model->Draw();
|
||||
//model->Draw();
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -1,5 +1,32 @@
|
||||
#include "GUI.h"
|
||||
|
||||
void SceneExplorer(Scene& scene, std::string PanelName) {
|
||||
ImGui::Begin(PanelName.c_str());
|
||||
|
||||
ImGui::ListBoxHeader("##ObjectList");
|
||||
|
||||
Node& current = scene.GetRoot();
|
||||
|
||||
Node* next = ¤t;
|
||||
|
||||
// Show first node
|
||||
ImGui::Selectable(next->name.c_str(), true);
|
||||
|
||||
ImGui::Indent();
|
||||
|
||||
if (next->children.size() != 0) {
|
||||
for (auto child : next->children)
|
||||
{
|
||||
std::string& name = child->name;
|
||||
ImGui::Selectable(name.c_str(), false);
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::ListBoxFooter();
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
void CameraTool(Camera* cam) {
|
||||
|
||||
ImGui::Begin("Camera");
|
||||
|
@ -6,3 +6,4 @@ void CameraTool(Camera* camera);
|
||||
void ScriptingTool(char* code);
|
||||
void transformWindow(Transform& transform, std::string PanelName);
|
||||
void materialWindow(Material& material, std::string PanelName);
|
||||
void SceneExplorer(Scene& scene, std::string PanelName);
|
||||
|
@ -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"
|
||||
@ -7,86 +11,50 @@
|
||||
* Define globals
|
||||
*/
|
||||
Camera* cam;
|
||||
|
||||
|
||||
Shader* shader;
|
||||
|
||||
Renderable* Cube;
|
||||
Material* matCube;
|
||||
Texture* textureCube;
|
||||
|
||||
Renderable* Cube2;
|
||||
Material* matCube2;
|
||||
|
||||
char* code = new char[254];
|
||||
|
||||
|
||||
const std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs";
|
||||
const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
|
||||
|
||||
BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
|
||||
|
||||
Scene* Level1;
|
||||
|
||||
/*
|
||||
* Runs once at startup
|
||||
* - USe to initialize the game/sandbox/demo
|
||||
*/
|
||||
void Start() {
|
||||
// Build a basic test scene
|
||||
// NOTE: This will later be done through an editor
|
||||
|
||||
/*
|
||||
Building a very basic scene graph
|
||||
*/
|
||||
SceneNode MyCube = SceneNode();
|
||||
MyCube.name = "MyCube";
|
||||
// Create a level and load it as the current level
|
||||
std::string levelName("Test Level");
|
||||
Level1 = SceneManager::CreateScene(levelName);
|
||||
SceneManager::LoadScene(*Level1);
|
||||
|
||||
SceneNode MyBaby = SceneNode();
|
||||
MyBaby.name = "Baby";
|
||||
// Create a cube node
|
||||
|
||||
SceneNode MySecondCube = SceneNode();
|
||||
MySecondCube.name = "MySecondCube";
|
||||
// Load a model
|
||||
// *(MI->Import("build/SandboxApplication/Debug/Models/Cube.obj"))
|
||||
|
||||
std::string groupName("Nested-Group");
|
||||
auto testGroup = new Group(groupName);
|
||||
Level1->GetRoot().addChild( *testGroup);
|
||||
|
||||
MyCube.addChild(MyBaby);
|
||||
|
||||
|
||||
Scene scene = Scene("My awesome Game Scene");
|
||||
scene.GetRoot().addChild(MyCube);
|
||||
scene.GetRoot().addChild(MySecondCube);
|
||||
|
||||
std::string group2Name("Nested-Group2");
|
||||
auto testGroup2 = new Group(group2Name);
|
||||
Level1->GetRoot().addChild(*testGroup2);
|
||||
|
||||
// Walk scene graph
|
||||
PrintSceneTree(scene.GetRoot(),0);
|
||||
PrintSceneTree(Level1->GetRoot(),0);
|
||||
|
||||
shader = new Shader(vertexShaderSource, fragmentShaderSource);
|
||||
|
||||
textureCube = new Texture("build/SandboxApplication/Debug/Textures/wall.jpg");
|
||||
|
||||
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);
|
||||
|
||||
/*
|
||||
* load meshes
|
||||
*/
|
||||
Cube = Renderable::Load();
|
||||
Cube2 = Renderable::Load();
|
||||
Cube->addChild(*Cube2);
|
||||
|
||||
Cube->shader = shader;
|
||||
Cube2->shader = shader;
|
||||
|
||||
Cube->texture = textureCube;
|
||||
Cube2->texture = textureCube;
|
||||
|
||||
Cube2->transform.Position = glm::vec3(-9.0f, 0.0f, 0.0f);
|
||||
|
||||
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);
|
||||
|
||||
memset(code, '\0', 254);
|
||||
|
||||
}
|
||||
|
||||
|
||||
@ -101,24 +69,14 @@ void ImmediateGraphicsDraw() {
|
||||
// at possible GUI elements to use
|
||||
ImGui::ShowDemoWindow();
|
||||
|
||||
|
||||
// Show internal BarinkEngine stats
|
||||
ShowStats();
|
||||
|
||||
|
||||
// Show different tooling for this specific sandbox
|
||||
CameraTool(cam);
|
||||
ScriptingTool(code);
|
||||
|
||||
transformWindow(Cube->transform, "Transform (Cube)");
|
||||
|
||||
transformWindow(Cube2->transform, "Transform (Cube2)");
|
||||
|
||||
materialWindow(*matCube, "Material Cube");
|
||||
materialWindow(*matCube2, "Material Cube2");
|
||||
|
||||
|
||||
|
||||
SceneExplorer(*Level1, "Scene Explorer");
|
||||
}
|
||||
|
||||
/*
|
||||
@ -127,8 +85,6 @@ void ImmediateGraphicsDraw() {
|
||||
*/
|
||||
void Update()
|
||||
{
|
||||
|
||||
|
||||
/*
|
||||
* NOTE: this needs to move to the renderer
|
||||
* Render code should not appear in the sandbox file
|
||||
@ -139,16 +95,16 @@ 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();
|
||||
|
||||
}
|
||||
|
||||
@ -157,18 +113,6 @@ void Update()
|
||||
* - Meant for cleanup
|
||||
*/
|
||||
void Stop() {
|
||||
// Cleanup
|
||||
Cube->VAO.Delete();
|
||||
Cube->elementBuffer.Delete();
|
||||
|
||||
Cube2->VAO.Delete();
|
||||
Cube2->elementBuffer.Delete();
|
||||
|
||||
delete Cube2;
|
||||
delete Cube;
|
||||
|
||||
delete matCube;
|
||||
delete matCube2;
|
||||
|
||||
delete MI;
|
||||
delete shader;
|
||||
}
|
@ -1,6 +1,6 @@
|
||||
#include "Util.h"
|
||||
|
||||
void PrintSceneTree(SceneNode& node, int depth) {
|
||||
void PrintSceneTree(Node& node, int depth) {
|
||||
// Indent name based on depth
|
||||
std::cout << " ";
|
||||
for (int i = 0; i < depth; i++) {
|
||||
|
@ -1,6 +1,6 @@
|
||||
#pragma once
|
||||
#include "BarinkEngine.h"
|
||||
|
||||
void PrintSceneTree(SceneNode& node, int depth);
|
||||
void PrintSceneTree(Node& node, int depth);
|
||||
|
||||
glm::mat4 CalculateModelMat(Transform& transform);
|
Reference in New Issue
Block a user