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No commits in common. "adf2331ab187cfc862cc2b8268bf059a1b374d69" and "85f9c78adfbb93cdebf234cb278f2ab5e2c27891" have entirely different histories.

96 changed files with 17979 additions and 18254 deletions

5
.gitignore vendored
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@ -1,11 +1,12 @@
**/build/
**/intermediates/
build/
intermediates/
tools/
*.make
Makefile
.vscode/
libs/lua
libs/glad
Debug/
*.sln
*.vcxproj
*.vcxproj.filters

6
.gitmodules vendored
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@ -4,14 +4,12 @@
[submodule "glm"]
path = libs/glm
url = https://github.com/nigelbarink/glm.git
ignore = untracked
[submodule "spdlog"]
path = libs/spdlog
url = https://github.com/nigelbarink/spdlog.git
[submodule "tinygltf"]
path = libs/tinygltf
url = https://github.com/syoyo/tinygltf.git
ignore = untracked
[submodule "GorrillaAudio"]
path = libs/GorillaAudio
url = https://github.com/mewspring/gorilla-audio.git
@ -24,10 +22,6 @@
[submodule "libs/steam-audio"]
path = libs/steam-audio
url = https://github.com/ValveSoftware/steam-audio.git
ignore = untracked
[submodule "libs/physx"]
path = libs/physx
url = https://git.barink.dev/Nigel/PhysX.git
[submodule "libs/entt"]
path = libs/entt
url = https://github.com/skypjack/entt.git

6
.vscode/settings.json vendored Normal file
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@ -0,0 +1,6 @@
{
"cmake.configureOnOpen": true,
"files.associations": {
"iosfwd": "cpp"
}
}

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@ -1,47 +1,63 @@
#include "BarinkEngine.h"
#include <phonon.h>
EngineStatistics* ES;
BarinkEngine::InputManager InputSystem;
EngineStatistics ES;
BarinkEngine::Renderer renderer;
int main(int argc, char* argv[]) {
// Setup performance sampler
PerfomanceSamplerInit();
// Startup services
BarinkWindow MainWindow = BarinkWindow(800, 600);
renderer = BarinkEngine::Renderer();
BarinkEngine::Renderer renderer = BarinkEngine::Renderer();
InputSystem = BarinkEngine::InputManager();
ES = EngineStatistics();
InputSystem.attach(&MainWindow);
GUIManager GUISystem = GUIManager(&MainWindow);
glEnable(GL_DEPTH_TEST);
// First call to setup game
Start();
// Runtime loop
while (!MainWindow.WindowShouldClose()) {
SamplePerformance();
// Execute main logic
InputSystem.PollEvents();
Update();
renderer.Render();
ImmediateGraphicsDraw();
GUISystem.Render();
MainWindow.SwapBuffers();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
MainWindow.SwapBuffers();
}
// Shutdown game
Stop();
// Shutdown Services
delete ES;
return 0;
}

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@ -1,4 +1,4 @@
#include "EventEmitter.h"
#include "../Include/EventSystem/EventEmitter.h"
void EventEmitter::Subscribe(EventListener& subscriber)

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@ -0,0 +1,26 @@
#pragma once
#define TINYGLTF_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION
#define TINYGLTF_NO_EXTERNAL_IMAGE
#include "Graphics/Mesh.h"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <string>
class ModelImporter {
private:
void ImportFBX(std::string path);
void ImportBlend(std::string path);
void ImportGLTF(std::string path);
void ImportOBJ(std::string path);
static BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene);
static std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene);
public:
void Import(std::string path);
static std::vector<BarinkEngine::Mesh> Test();
};

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@ -0,0 +1,24 @@
#pragma once
#include "glm/glm.hpp"
#include "graphics/Shader.h"
#include "graphics/Window.h"
#include "graphics/Texture.h"
#include "graphics/Camera.h"
#include "graphics/Renderable.h"
#include "Graphics/Material.h"
#include "spdlog/spdlog.h"
#include "Input/InputManager.h"
#include "Graphics/Renderer.h"
#include "Graphics/GUI/GUIManager.h"
#include "Scene.h"
#include "PerfCounter.h"
extern void Start();
extern void Update();
extern void ImmediateGraphicsDraw();
extern void Stop();
extern BarinkEngine::InputManager InputSystem;

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@ -0,0 +1,12 @@
#pragma once
#include <string>
class EditorWindow {
protected:
std::string WindowTitle;
public:
virtual void Show() = 0;
};

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@ -0,0 +1,5 @@
#include "EventListener.h"
void EventListener::ReceiveEvent(Event& incident)
{
}

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@ -0,0 +1,8 @@
#pragma once
#include "Event.h"
#include <list>
class EventListener{
public:
virtual void ReceiveEvent(Event& incident);
};

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@ -1,6 +1,6 @@
#pragma once
#include <glad/glad.h>
class GpuBuffer {
class Buffer {
private:
unsigned int id;
public:

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@ -1,5 +1,5 @@
#pragma once
#include "../Platform/Window.h"
#include "Graphics/Window.h"
class GUIManager {

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@ -7,8 +7,13 @@ class Material {
public:
Material(const Shader& shader);
void Apply()const;
void Apply();
glm::vec3 Color;
private:
const Shader& shader;
};

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@ -0,0 +1,20 @@
#pragma once
#include <vector>
#include <glm/glm.hpp>
namespace BarinkEngine{
struct Vertex {
glm::vec3 vertices;
glm::vec2 uv;
};
class Mesh {
public:
std::vector<Vertex> vertices;
std::vector<unsigned int > elements;
};
}

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@ -1,8 +1,6 @@
#pragma once
#include "../BarinkEngine.h"
#include "../Graphics/Memory/Buffer.h"
#include "../Graphics/Memory/VertexArray.h"
#include <vector>
#include "BarinkEngine.h"
#include <vector>;
class RenderSurface
{
public:
@ -22,8 +20,8 @@ private:
std::vector<unsigned int > indices;
GpuBuffer vertexBuffer;
GpuBuffer elementBuffer;
Buffer vertexBuffer;
Buffer elementBuffer;
VertexArray VAO;

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@ -0,0 +1,37 @@
#pragma once
#include <vector>
#include "Mesh.h"
#include "Buffer.h"
#include "Material.h"
#include "Texture.h"
#include "VertexArray.h"
#include "Scene.h"
class Renderable : public SceneNode {
public:
/*
* NOTE: Should combine into a Mesh!!
*/
Buffer vertexBuffer;
Buffer elementBuffer;
//Buffer uv;
VertexArray VAO;
GLuint UV_id;
Material* material;
Texture* texture;
Shader* shader;
~Renderable();
static Renderable* Load();
void Draw();
private:
std::vector<BarinkEngine::Mesh> meshes;
Renderable();
};

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@ -0,0 +1,21 @@
#pragma once
#include "Graphics/Renderable.h"
#include <vector>
namespace BarinkEngine {
class Renderer {
public:
Renderer();
~Renderer();
void Render();
void Submit(Renderable* model);
private:
std::vector<Renderable*> models;
};
}

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@ -14,7 +14,7 @@ class Shader {
char* readFile (const char* filePath);
public:
Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath);
void Use() const;
void Use();
void setUniformMat4(std::string uniformName, glm::mat4 matrix4)const;
void setUniformVec4(std::string uniformName, glm::vec4 vector4)const;
void setUniformVec3(std::string uniformName, glm::vec3 vector3)const;

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@ -10,8 +10,6 @@ void Create();
void Bind();
void Unbind();
unsigned int getID() { return id; }
void Delete();
void AttachAttribute(unsigned int index, int size, int stride);

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@ -2,15 +2,12 @@
#define GLFW_STATIC
#include <glad/glad.h>
#include <stdlib.h>
#include <stdio.h>
#include <iostream>
#include <GLFW/glfw3.h>
#include <spdlog/spdlog.h>
#include "../Include/EventSystem/EventListener.h"
#include "../EventSystem/Event.h"
#include "../EventSystem/EventListener.h"
class BarinkWindow : EventListener {
private:
@ -21,6 +18,9 @@ class BarinkWindow : EventListener {
static bool InitGLFW();
public:
BarinkWindow(const int width, const int height);
~BarinkWindow();

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@ -1,11 +1,7 @@
#pragma once
#include <vector>
#include <iostream>
#include "spdlog/spdlog.h"
#include "../EventSystem/EventEmitter.h"
#include "../EventSystem/EventListener.h"
#include "../Platform/Window.h"
#include "Graphics/Window.h"
#include "EventSystem/EventEmitter.h"
namespace BarinkEngine {
@ -16,6 +12,8 @@ namespace BarinkEngine {
void PollEvents();
void attach(BarinkWindow* window);
// GLFW Handlers
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
static void CursorPositionCallback(GLFWwindow* window, double x, double y);
@ -27,5 +25,3 @@ namespace BarinkEngine {
};
}
extern BarinkEngine::InputManager InputSystem;

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@ -0,0 +1,50 @@
#pragma once
#include <chrono>
#include <imgui.h>
struct EngineStatistics {
uint32_t lastSampleTime;
float frameTime;
uint32_t verts;
uint32_t DC;
uint64_t frames;
uint64_t FPS;
};
extern EngineStatistics* ES;
inline void PerfomanceSamplerInit(){
ES = new EngineStatistics();
ES->frames = 0;
ES->lastSampleTime = 0;
ES->lastSampleTime = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count();
}
inline void SamplePerformance(void) {
ES->frames++;
ES->DC = 0;
ES->verts = 0;
unsigned int now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count();
unsigned int MilliSecondsPast = now - ES->lastSampleTime;
if (MilliSecondsPast >= 1000) {
ES->frameTime = (float)1000 / ES->frames;
ES->FPS = ES->frames;
ES->frames = 0;
ES->lastSampleTime = now;
}
}
inline void ShowStats() {
ImGui::Begin("Statistics", false, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove);
ImGui::Text("FPS: %i", ES->FPS);
ImGui::Text("Frame Time: %f", ES->frameTime);
ImGui::Text("Verts: %i", ES->verts);
ImGui::Text("Draw Calls: %i", ES->DC);
ImGui::End();
}

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@ -0,0 +1,47 @@
#pragma once
#include <string>
#include <vector>
#include "glm/glm.hpp"
/*
* Scene should be a description of a game world
*/
struct Transform {
glm::vec3 Position;
glm::vec3 Rotation;
glm::vec3 Scale;
glm::mat4 ModelMatrix;
};
class SceneNode {
public:
std::string name;
Transform transform;
SceneNode* parent;
std::vector<SceneNode*> children;
void addChild(SceneNode& node);
};
class Scene {
public:
SceneNode& GetSceneNode(std::string);
SceneNode& GetRoot();
Scene(std::string SceneName = "Default Scene");
~Scene();
private:
SceneNode* root;
};

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@ -1,13 +1,12 @@
#include "InputManager.h"
BarinkEngine::InputManager InputSystem;
#include "BarinkEngine.h"
#include "Input/InputManager.h"
#include "GLFW/glfw3.h"
#include "spdlog/spdlog.h"
#include <iostream>
void BarinkEngine::InputManager::PollEvents()
{
for (auto it = windows.begin(); it != windows.end(); ++it) {
auto window = *it;
window->Poll();
(*it)->Poll();
}
}

52
BarinkEngine/Scene.cpp Normal file
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@ -0,0 +1,52 @@
#include "Scene.h"
SceneNode* SearchInChildren(SceneNode* root, std::string name ) {
if (root->name == name)
return root;
SceneNode* found = nullptr;
for (auto child : root->children) {
found = SearchInChildren(child, name);
}
return found;
}
SceneNode& Scene::GetSceneNode(std::string name)
{
return *SearchInChildren(root, name);
}
SceneNode& Scene::GetRoot()
{
return *root;
}
Scene::Scene(std::string sceneName)
{
// Create a root node
root = new SceneNode();
root->name = sceneName;
root->transform = Transform();
root->transform.Position = glm::vec3(0);
root->transform.Rotation = glm::vec3(0);
root->transform.Scale = glm::vec3(0);
root->transform.ModelMatrix = glm::mat4(0);
}
Scene::~Scene()
{
// Destruct scene!
}
void SceneNode::addChild(SceneNode& node)
{
children.push_back(&node);
}

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@ -1,4 +1,4 @@
#include "LuaScript.h"
#include "Scripting/LuaScript.h"
/*
LuaScript::LuaScript(const std::string& path)
: filePath(path) {

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@ -1,4 +1,4 @@
#include "LuaScriptingManager.h"
#include "Scripting/LuaScriptingManager.h"
/*
LuaScriptingManager::LuaScriptingManager()
{

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@ -1,15 +1,15 @@
#include "Buffer.h"
#include "Graphics/Buffer.h"
int GpuBuffer::getBufferID() {
int Buffer::getBufferID() {
return id;
}
void GpuBuffer::createBuffer() {
void Buffer::createBuffer() {
glGenBuffers(1, (GLuint*) &id);
}
void GpuBuffer::setBufferData(void* data, size_t dataSize, bool elementBuffer = false ) {
void Buffer::setBufferData(void* data, size_t dataSize, bool elementBuffer = false ) {
if (elementBuffer) {
glBufferData(GL_ELEMENT_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
@ -21,7 +21,7 @@ void GpuBuffer::setBufferData(void* data, size_t dataSize, bool elementBuffer =
}
void GpuBuffer::Bind(bool elementBuffer = false ) {
void Buffer::Bind(bool elementBuffer = false ) {
if (elementBuffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
@ -32,7 +32,7 @@ void GpuBuffer::Bind(bool elementBuffer = false ) {
}
}
void GpuBuffer::Unbind(bool elementBuffer = false) {
void Buffer::Unbind(bool elementBuffer = false) {
if (elementBuffer) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
}
@ -42,6 +42,6 @@ void GpuBuffer::Unbind(bool elementBuffer = false) {
}
}
void GpuBuffer::Delete() {
void Buffer::Delete() {
glDeleteBuffers(1, (GLuint*) &id);
}

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@ -1,4 +1,4 @@
#include "Camera.h"
#include "Graphics/Camera.h"
Camera::Camera(glm::vec3 position, glm::vec3 rotation, float zoom)
: Position(position), Rotation(rotation), Zoom(zoom) {

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@ -0,0 +1,38 @@
#include "Graphics/GUI/GUIManager.h"
#include "imgui.h"
#include "backends/imgui_impl_opengl3.h"
#include <backends/imgui_impl_glfw.cpp>
GUIManager::GUIManager(BarinkWindow* window)
: currentwindow(window)
{
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
(void)io;
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(currentwindow->windowptr(), true);
ImGui_ImplOpenGL3_Init("#version 440");
ImGui_ImplGlfw_NewFrame();
ImGui_ImplOpenGL3_NewFrame();
}
GUIManager::~GUIManager()
{
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}
void GUIManager::Render()
{
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}

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@ -1,11 +1,10 @@
#include "Material.h"
#include "../Include/Graphics/Material.h"
Material::Material(const Shader& shader) :
shader(shader) {
}
void Material::Apply() const {
shader.Use();
void Material::Apply() {
shader.setUniformVec3("Color", Color);
}

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@ -0,0 +1,133 @@
#include "AssetManager/ModelImporter.h"
void ModelImporter::ImportFBX(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 ======");
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile("build/SandboxApplication/Debug/Models/Cube.obj", aiProcess_Triangulate | aiProcess_FlipUVs);
aiNode* currentNode = scene->mRootNode;
return processNode(currentNode, scene);
}
std::vector<BarinkEngine::Mesh> 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));
}
for (unsigned int i = 0; i < node->mNumChildren; i++) {
auto m2 = processNode(node->mChildren[i], scene);
for(auto m : m2) {
meshes.push_back(m);
}
}
return meshes;
}
BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene) {
std::vector<unsigned int> indices;
std::vector<BarinkEngine::Vertex> vertices;
// Process vertices
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
BarinkEngine::Vertex v{};
glm::vec3 vector;
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
v.vertices = vector;
if (mesh->mTextureCoords[0]) {
glm::vec2 texCoord;
texCoord.x = mesh->mTextureCoords[0][i].x;
texCoord.y = mesh->mTextureCoords[0][i].y;
v.uv = texCoord;
}
vertices.push_back(v);
}
// 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]);
}
}
BarinkEngine::Mesh result;
result.vertices = vertices;
result.elements = indices;
return result;
}

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@ -1,4 +1,4 @@
#include "RenderSurface.h";
#include "Graphics/RenderSurface.h";
RenderSurface::RenderSurface(){
shader = new Shader("build/SandboxAppliction/Debug/renderSuface.vs", "build/SandboxApplication/Debug/renderSurface.fs");

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@ -0,0 +1,62 @@
#include "Graphics/Renderable.h"
#include "AssetManager/ModelImporter.h"
#include "PerfCounter.h"
Renderable* Renderable::Load()
{
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();
vertexBuffer.createBuffer();
vertexBuffer.Bind(false);
vertexBuffer.setBufferData(&meshes[0].vertices[0], meshes[0].vertices.size() * sizeof(BarinkEngine::Vertex), false);
elementBuffer.createBuffer();
elementBuffer.Bind(true);
elementBuffer.setBufferData(&meshes[0].elements[0], meshes[0].elements.size() * sizeof(unsigned int), true);
VAO.AttachAttribute(0, 3, sizeof(BarinkEngine::Vertex));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex),(void* )offsetof(BarinkEngine::Vertex, vertices));
glEnableVertexAttribArray(1);
vertexBuffer.Unbind(false);
VAO.Unbind();
}
Renderable::~Renderable()
{
glDeleteBuffers(1, &UV_id);
}
void Renderable::Draw()
{
VAO.Bind();
elementBuffer.Bind(true);
glActiveTexture(GL_TEXTURE0);
glUniform1i(glGetUniformLocation(shader->id, "Texture"), GL_TEXTURE0);
texture->Bind();
ES->verts = meshes[0].vertices.size();
ES->DC++;
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(meshes[0].elements.size()), GL_UNSIGNED_INT, NULL);
VAO.Unbind();
}

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@ -0,0 +1,25 @@
#include "Graphics/Renderer.h"
BarinkEngine::Renderer::Renderer()
{
models = std::vector<Renderable*>();
}
BarinkEngine::Renderer::~Renderer()
{
// CleanUp!
}
void BarinkEngine::Renderer::Render()
{
for (auto model : models) {
model->Draw();
}
}
void BarinkEngine::Renderer::Submit(Renderable* model)
{
models.push_back(model);
}

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@ -1,6 +1,5 @@
#include "Shader.h"
#include "Graphics/Shader.h"
#include "spdlog/spdlog.h"
Shader::Shader(const std::string vertexShaderPath, const std::string fragmentShaderPath)
{
char infoLog[512];
@ -58,12 +57,8 @@ Shader::Shader(const std::string vertexShaderPath, const std::string fragmentSha
}
char* Shader::readFile (const char* filePath){
spdlog::info("Opening {} ", filePath);
std::ifstream file ;
file.open(filePath);
@ -95,7 +90,7 @@ char* Shader::readFile (const char* filePath){
return FileBuffer;
}
void Shader::Use() const
void Shader::Use()
{
glUseProgram(id);
}

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@ -1,8 +1,8 @@
#include "Texture.h"
#include "../Include/Graphics/Texture.h"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#define STB_IMAGE_IMPLEMENTATION
#include "../stb_image.h"
#include "Graphics/stb_image.h"
#include <iostream>
Texture::Texture(const std::string texturePath) {

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@ -1,4 +1,4 @@
#include "VertexArray.h"
#include "Graphics/VertexArray.h"
#include <glad/glad.h>
void VertexArray::Create(){

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@ -7,5 +7,5 @@ uniform sampler2D Texture;
void main(){
FragColor = vec4(color , 1.0f); // mix ( texture(Texture, TexCoord), vec4(Color, 1.0f), 1.0f);
FragColor = mix ( texture(Texture, TexCoord), vec4(Color, 1.0f), 0.5f);
}

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@ -1,4 +1,10 @@
#include "Window.h"
#include "Graphics/Window.h"
#include <stdlib.h>
#include <stdio.h>
#include <iostream>
#include <GLFW/glfw3.h>
#include <spdlog/spdlog.h>
#include "../Include/EventSystem/Event.h"
bool BarinkWindow::InitGLFW(){
if(!glfwInit())
@ -11,21 +17,11 @@ bool BarinkWindow::InitGLFW(){
}
BarinkWindow::BarinkWindow(const int width, const int height) :
Width(width), Height(height), FullScreen(false)
{
Width(width), Height(height), FullScreen(false){
if (InitGLFW()==false) {
exit(-1);
}
glfwWindowHint(GLFW_DOUBLEBUFFER, GLFW_TRUE);
glfwWindowHint(GLFW_FOCUS_ON_SHOW, GLFW_TRUE);
// No window decorations such as a border, a close widget
// glfwWindowHint(GLFW_DECORATED, GLFW_FALSE);
// glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE);
// Disable resizing the window
//glfwWindowHint(GLFW_RESIZABLE, GL_FALSE);
window = glfwCreateWindow(Width, Height, "BarinkEngine", NULL, NULL);
if( !window)
@ -55,6 +51,7 @@ Width(width), Height(height), FullScreen(false)
}
BarinkWindow::~BarinkWindow(){
glfwTerminate();
@ -79,8 +76,9 @@ void BarinkWindow::SwapBuffers()
glfwSwapBuffers(window);
}
void BarinkWindow::ReceiveEvent(Event& incident)
{
//std::cout << "EVENT RECEIVED: " << incident.name << std::endl;
}
std::cout << "EVENT RECEIVED: " << incident.name << std::endl;
}

View File

@ -4,24 +4,24 @@ project "BarinkEngine"
buildmessage "Building BarinkEngine"
includedirs {
"Include/",
"../libs/lua/include",
"../libs/spdlog/include",
"../libs/glm",
"../libs/GorillaAudio/include",
"../libs/physx/physx/include",
"../libs/steam-audio/include",
"../libs/assimp/include",
"../libs/glad/include",
"../libs/glfw/include",
"../libs/glew/include",
"../libs/glad/include",
"../libs/assimp/include",
"../libs/entt/src",
"../libs/physx/physx/include",
"../libs/lua/include",
"../libs/GorillaAudio/include",
"../libs/steam-audio/include",
"../libs/glm",
"../libs/ImGui",
}
@ -33,7 +33,11 @@ project "BarinkEngine"
"spdlog",
"assimp-vc143-mtd",
"glfw3",
"ImGui",
"ImGUI_Opengl3",
}
@ -48,15 +52,32 @@ project "BarinkEngine"
files {
"../libs/glad/src/glad.c",
"./src/*.cpp",
"./src/*.h",
"./src/**/*.cpp",
"./src/**/*.h"
"./*.cpp",
"./*.h",
"./**/*.cpp",
"./**/*.h"
}
prebuildcommands
{
ok,err = os.copyfile("BarinkEngine/src/Graphics/shaders/*" ,"SandboxApp/build/Debug/")
filter { "system:windows"}
prebuildcommands {
-- Copy shaders
"copy graphics\\shaders\\fragment.shader ..\\build\\SandboxApplication\\Debug\\test.fs",
"copy graphics\\shaders\\vertex.shader ..\\build\\SandboxApplication\\Debug\\test.vs",
"copy graphics\\shaders\\RenderSurfaceFrag.shader ..\\build\\SandboxApplication\\Debug\\RenderSurface.fs",
"copy graphics\\shaders\\RenderSurfaceVert.shader ..\\build\\SandboxApplication\\Debug\\RenderSurface.vs"
}
filter { "system:linux" }
prebuildcommands {
-- Copy shaders
"cp graphics/shaders/fragment.shader ../build/SandboxApplication/Debug/test.fs",
"cp graphics/shaders/vertex.shader ../build/SandboxApplication/Debug/test.vs",
"cp graphics/shaders/RenderSurfaceFrag.shader ../build/SandboxApplication/Debug/RenderSurface.fs",
"cp graphics/shaders/RenderSurfaceVert.shader ../build/SandboxApplication/Debug/RenderSurface.vs"
}
include('../ImGui')

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@ -1,99 +0,0 @@
#include "ModelImporter.h"
#include "spdlog/spdlog.h"
BarinkEngine::SceneObject* BarinkEngine::ModelImporter::Import(const std::string path)
{
SceneObject* root = new SceneObject(std::string(path), nullptr);
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
aiNode* currentNode = scene->mRootNode;
std::vector<BarinkEngine::Mesh> meshes = processNode(currentNode, scene);
std::cout << "[DEBUG]: Loaded "<< meshes.size() << " meshes!" << std::endl;
// create a renderable (per mesh ?? )
root->renderable = new Renderable();
root->renderable->mesh = new Mesh(meshes[0]);
return root;
}
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));
}
for (unsigned int i = 0; i < node->mNumChildren; i++) {
auto m2 = processNode(node->mChildren[i], scene);
for(auto m : m2) {
meshes.push_back(m);
}
}
return meshes;
}
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{};
glm::vec3 vector;
vector.x = mesh->mVertices[i].x;
vector.y = mesh->mVertices[i].y;
vector.z = mesh->mVertices[i].z;
v.vertices = vector;
if (mesh->mTextureCoords[0]) {
glm::vec2 texCoord;
texCoord.x = mesh->mTextureCoords[0][i].x;
texCoord.y = mesh->mTextureCoords[0][i].y;
v.uv = texCoord;
}
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++) {
out_indices.push_back(face.mIndices[j]);
}
}
}

View File

@ -1,35 +0,0 @@
#pragma once
#define STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_WRITE_IMPLEMENTATION
#define TINYGLTF_IMPLEMENTATION
#define TINYGLTF_NO_EXTERNAL_IMAGE
#include "../Graphics/Primitives/Mesh.h"
#include <assimp/Importer.hpp>
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include <string>
#include "../Scene/TransformTree/SceneNodeTypes.h"
void ProcessVertices(aiMesh* mesh, std::vector<BarinkEngine::Vertex>& out_vertices);
void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices);
namespace BarinkEngine {
class ModelImporter {
public:
BarinkEngine::SceneObject* Import(const std::string path);
private:
static BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene);
static std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene);
};
}

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@ -1,24 +0,0 @@
#pragma once
#include "glm/glm.hpp"
#include "graphics/Primitives/Shader.h"
#include "Platform/Window.h"
#include "graphics/Primitives/Texture.h"
#include "graphics/Primitives/Camera.h"
#include "graphics/Renderable.h"
#include "Graphics/Renderer.h"
#include "Graphics/Primitives/Material.h"
#include "spdlog/spdlog.h"
#include "Input/InputManager.h"
#include "Graphics/Renderer.h"
#include "GUI/GUIManager.h"
#include "Scene/Scene.h"
#include "PerfCounter.h"
extern BarinkEngine::Renderer renderer;
extern void Start();
extern void Update();
extern void ImmediateGraphicsDraw();
extern void Stop();

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@ -1,12 +0,0 @@
#pragma once
#include <list>
#include <iostream>
#include "spdlog/spdlog.h"
#include "Event.h"
class EventListener{
public:
virtual void ReceiveEvent(Event& incident) = 0 ;
};

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@ -1,53 +0,0 @@
#include "GUIManager.h"
#include "imgui.h"
#include "backends/imgui_impl_opengl3.h"
#include <backends/imgui_impl_glfw.h>
#include "../BarinkEngine.h"
GUIManager::GUIManager(BarinkWindow* window)
: currentwindow(window)
{
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
io.ConfigFlags |= ImGuiConfigFlags_::ImGuiConfigFlags_ViewportsEnable;
io.ConfigFlags |= ImGuiConfigFlags_::ImGuiConfigFlags_DockingEnable;
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(currentwindow->windowptr(), true);
ImGui_ImplOpenGL3_Init("#version 440");
}
GUIManager::~GUIManager()
{
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
}
void GUIManager::Render()
{
ImGui_ImplGlfw_NewFrame();
ImGui_ImplOpenGL3_NewFrame();
ImGui::NewFrame();
ImGui::Begin("##App");
ImmediateGraphicsDraw();
ImGui::End();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
GLFWwindow* last_context = glfwGetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
glfwMakeContextCurrent(last_context);
}
}

View File

@ -1,49 +0,0 @@
#include "Framebuffer.h"
#include <iostream>
Framebuffer::Framebuffer()
{
glGenFramebuffers(1, &Id);
glBindFramebuffer(GL_FRAMEBUFFER, Id);
// Create a colour texture!
glGenTextures(1, &ColourAttachment);
glBindTexture(GL_TEXTURE_2D, ColourAttachment);
glTexImage2D(GL_TEXTURE_2D, 1, GL_RGB, 800, 600, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, ColourAttachment, 0);
glBindTexture(GL_TEXTURE_2D, 0);
// Create a depth buffer
glGenRenderbuffers(1, &DepthAttachment);
glBindRenderbuffer(GL_RENDERBUFFER, DepthAttachment);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, 800, 600);
glFramebufferRenderbuffer(GL_RENDERBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, DepthAttachment);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
if (!glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE)
{
std::cout << "Framebuffer is incomplete!" << std::endl;
}
else {
std::cout << "Framebuffer is complete!" << std::endl;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
Framebuffer::~Framebuffer()
{
glDeleteTextures(1, &ColourAttachment);
glDeleteRenderbuffers(1, &DepthAttachment);
glDeleteFramebuffers(1, &Id);
}

View File

@ -1,20 +0,0 @@
#pragma once
#include <glad/glad.h>
#include <glm/glm.hpp>
class Framebuffer {
public:
Framebuffer();
~Framebuffer();
unsigned int GetId() { return Id; }
unsigned int GetColourAttachment() { return ColourAttachment; }
private:
unsigned int Id = 0;
unsigned int ColourAttachment = 0;
unsigned int DepthAttachment = 0;
};

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@ -1,12 +0,0 @@
#pragma once
#include <vector>
#include <glm/glm.hpp>
#include "Vertex.h"
namespace BarinkEngine {
struct Mesh {
std::vector<Vertex> vertices;
std::vector<unsigned int> elements;
};
}

View File

@ -1,9 +0,0 @@
#pragma once
#include <glm/glm.hpp>
namespace BarinkEngine {
struct Vertex {
glm::vec3 vertices;
glm::vec2 uv;
};
}

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@ -1,14 +0,0 @@
#pragma once
#include "Primitives/Mesh.h"
#include "Primitives/Material.h"
#include "Primitives/Texture.h"
#include "../Scene/Scene.h"
namespace BarinkEngine {
struct Renderable {
BarinkEngine::Mesh* mesh;
Material* material;
Texture* texture;
};
}

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@ -1,75 +0,0 @@
#include "Renderer.h"
#include "../Scene/Components.h"
#include "../Graphics/Memory/VertexArray.h"
#include "../Graphics/Memory/Buffer.h"
#include <glad/glad.h>
float Angle = 0.0;
Camera cam = Camera(glm::vec3(12.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
glm::mat4 projection = glm::perspective(glm::radians(cam.Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
BarinkEngine::Renderer::Renderer(){}
BarinkEngine::Renderer::~Renderer(){}
void BarinkEngine::Renderer::Prepare(Scene& scene ) {
auto group = scene.getReg().view<BarinkEngine::Render3DComponent>();
group.each([](auto enity, BarinkEngine::Render3DComponent& renderComponent) {
VertexArray va = VertexArray();
GpuBuffer vertexBuffer = GpuBuffer();
GpuBuffer elementBuffer = GpuBuffer();
va.Create();
va.Bind();
vertexBuffer.createBuffer();
vertexBuffer.Bind(false);
vertexBuffer.setBufferData((void*)&renderComponent.mesh.vertices[0], renderComponent.mesh.vertices.size() * sizeof(BarinkEngine::Vertex), false);
elementBuffer.createBuffer();
elementBuffer.Bind(true);
elementBuffer.setBufferData((void*)&renderComponent.mesh.elements[0], renderComponent.mesh.elements.size() * sizeof(unsigned int), true);
va.AttachAttribute(0, 3, sizeof(BarinkEngine::Vertex));
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex), (void*)0);
glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
va.Unbind();
vertexBuffer.Unbind(false);
elementBuffer.Unbind(true);
renderComponent.VAO = va.getID();
renderComponent.IBO = elementBuffer.getBufferID();
});
}
void BarinkEngine::Renderer::Render(Scene& scene)
{
auto group = scene.getReg().view<TransformComponent, Render3DComponent>();
group.each([](auto entity , TransformComponent& trans, Render3DComponent& renderComponent)
{
glBindVertexArray(renderComponent.VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, renderComponent.IBO);
renderComponent.shader.Use();
renderComponent.shader.setUniformVec3("Color", renderComponent.color);
renderComponent.shader.setUniformMat4("M", trans.transform);
renderComponent.shader.setUniformMat4("V", cam.GetViewMatrix());
renderComponent.shader.setUniformMat4("P", projection);
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(renderComponent.mesh.elements.size()) ,
GL_UNSIGNED_INT, NULL);
glBindVertexArray(0);
});
}
void Render(Framebuffer& framebuffer)
{}

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@ -1,27 +0,0 @@
#pragma once
#include <vector>
#include <iostream>
#include <glm/gtc/matrix_transform.hpp>
#include "glad/glad.h"
#include "GLFW/glfw3.h"
#include "../PerfCounter.h"
#include "Primitives/Camera.h"
#include "Renderable.h"
#include "Memory/Framebuffer.h"
#include "../Scene/Components.h"
namespace BarinkEngine {
class Renderer {
public:
Renderer();
~Renderer();
void Prepare(Scene& scene);
void Render(Scene& scene );
void Render(Framebuffer& framebuffer);
};
}

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@ -1,52 +0,0 @@
#pragma once
#include <chrono>
#include <imgui.h>
struct EngineStatistics {
float frameTime;
uint32_t verts;
uint32_t DC;
long long lastSampleTime;
long long frames;
long long FPS;
};
extern EngineStatistics ES;
inline void PerfomanceSamplerInit(){
ES.frames = 0;
ES.lastSampleTime = 0;
ES.lastSampleTime = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count();
}
inline void SamplePerformance(void) {
ES.frames++;
ES.DC = 0;
ES.verts = 0;
unsigned long long now = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count();
unsigned long long MilliSecondsPast = now - ES.lastSampleTime;
if (MilliSecondsPast >= 1000) {
ES.frameTime = (float)1000 / ES.frames;
ES.FPS = ES.frames;
ES.frames = 0;
ES.lastSampleTime = now;
}
}
inline void ShowStats() {
ImGui::Begin("Statistics", false, ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove);
ImGui::Text("FPS: %i", ES.FPS);
ImGui::Text("Frame Time: %f", ES.frameTime);
ImGui::Text("Verts: %i", ES.verts);
ImGui::Text("Draw Calls: %i", ES.DC);
ImGui::End();
}

View File

@ -1,41 +0,0 @@
#pragma once
#include <glm/glm.hpp>
#include "../Graphics/Primitives/Shader.h"
#include "../Graphics/Primitives/Mesh.h"
namespace BarinkEngine {
struct IdentifierComponent {
std::string name;
};
struct TransformComponent {
glm::mat4 transform = glm::mat4(1.0f);
};
struct CameraComponent {
glm::mat4 view;
};
struct Render3DComponent {
unsigned int VAO = 0;
unsigned int IBO = 0;
Mesh mesh;
// TODO: becomes a material
glm::vec3 color;
Shader shader;
Render3DComponent()
: shader(Shader("build/Debug/test.vs", "build/Debug/test.fs")),
color(glm::vec3(1.0f, 0.0f, 0.0f))
{
}
};
struct Render2DComponent {
glm::vec3 Colour;
};
};

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@ -1,7 +0,0 @@
#include "Entity.h"
Entity::Entity(entt::entity e, Scene* scene)
: m_entity(e), m_scene(scene)
{
}

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@ -1,27 +0,0 @@
#pragma once
#include <entt/entt.hpp>
class Scene;
class Entity {
public:
Entity() = default;
Entity(entt::entity e, Scene* scene);
Entity(const Entity& other) = default;
template<class T >
T& AddComponent() {
return m_scene->m_registry.emplace<T>(m_entity);
}
template<class T>
T& GetComponent() {
return m_scene->m_registry.get<T>(m_entity);
}
private:
entt::entity m_entity;
Scene* m_scene;
};

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@ -1,21 +0,0 @@
#include "Scene.h"
#include "Entity.h"
#include "Components.h"
Scene::Scene()
{
}
Scene::~Scene()
{}
Entity Scene::AddEntity(std::string& name)
{
Entity entity = { m_registry.create(), this };
entity.AddComponent<BarinkEngine::IdentifierComponent>();
entity.AddComponent<BarinkEngine::TransformComponent>();
return entity;
}

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@ -1,22 +0,0 @@
#pragma once
#include <string>
#include <entt/entt.hpp>
class Entity;
class Scene
{
public:
Scene();
~Scene();
Entity AddEntity(std::string& name);
entt::registry& getReg() { return m_registry; }
private:
entt::registry m_registry;
friend class Entity;
};

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@ -1,7 +0,0 @@
#include "Node.h"
Node::Node(const std::string& name)
: name(name), parent(nullptr), children(std::vector<Node*>()) {}
Group::Group(const std::string& name )
: Node(name) {}

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@ -1,22 +0,0 @@
#pragma once
#include <string>
#include <vector>
class Node {
public:
Node(const std::string& name);
std::string name;
Node* parent;
std::vector<Node*> children;
void addChild(Node& node);
};
class Group : public Node {
public:
Group(const std::string& name);
};

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@ -1,12 +0,0 @@
#include "SceneNodeTypes.h"
BarinkEngine::SceneCamera::SceneCamera()
: Group(std::string("Camera")), camera(Camera(glm::vec3(0.0f), glm::vec3(0.0f), 0))
{}
BarinkEngine::SceneObject::SceneObject(std::string name, Renderable* visual)
: Group(name), renderable(visual)
{}
BarinkEngine::SceneObject::~SceneObject()
{}

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@ -1,22 +0,0 @@
#pragma once
#include "../../Graphics/Primitives/Camera.h"
#include "../../Graphics/Renderable.h"
#include "Node.h"
namespace BarinkEngine {
class SceneCamera : public Group
{
public:
Camera& camera;
SceneCamera();
};
class SceneObject : public Group
{
public:
SceneObject(std::string name, Renderable* visual);
~SceneObject();
Renderable* renderable;
};
}

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@ -1,40 +0,0 @@
project "Editor"
kind "ConsoleApp"
buildmessage "Building editor ..."
links{
"BarinkEngine"
}
includedirs{
"./../BarinkEngine/Include",
-- I'd prefer if didn't need these..
-- We'll figure that out some time later
"./../libs/lua/include",
"./../libs/spdlog/include",
"./../libs/glm",
"./../libs/GorillaAudio/include",
"./../libs/assimp/include",
"./../libs/glad/include",
"./../libs/glfw/include",
"./../libs/tinygltf",
"./../libs/glew/include",
"./../libs/glm",
"./../libs/ImGui",
"./include"
}
libdirs {
'./../build/BarinkEngine/Debug'
}
files {
"./include/*.h",
"./src/*.cpp"
}

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@ -1,138 +0,0 @@
#include "../../BarinkEngine/src/BarinkEngine.h"
#include "../../BarinkEngine/src/Scene/SceneManager.h"
#include "../../BarinkEngine/src/Scene/SceneNodeTypes.h"
#include "../../BarinkEngine/src/AssetManager/ModelImporter.h"
#include "../../BarinkEngine/src/Graphics/Framebuffer.h"
#include <imgui.h>
/*
* Define globals
*/
Shader* shader;
char* code = new char[254];
const std::string vertexShaderSource = "build/Debug/test.vs";
const std::string fragmentShaderSource = "build/Debug/test.fs";
BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
Framebuffer* framebuffer;
Scene* Level1;
BarinkEngine::SceneObject* cube;
/*
* 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
// Create a level and load it as the current level
std::string levelName("Test Level");
Level1 = SceneManager::CreateScene(levelName);
SceneManager::LoadScene(*Level1);
shader = new Shader(vertexShaderSource, fragmentShaderSource);
// Create a cube node
cube = MI->Import("build/Debug/Models/cube.obj");
cube->renderable->material = new Material(*shader);
cube->renderable->material->Color = glm::vec3(1.0f, 0.0f, 0.0f);
// What is in cube now ??
std::cout << "mesh vertices: " << cube->renderable->mesh->vertices.size() << std::endl;
std::cout << "mesh elements: " << cube->renderable->mesh->elements.size() << std::endl;
Level1->GetRoot().addChild(*cube);
memset(code, '\0', 254);
framebuffer = new Framebuffer();
std::cout << "Colour attachment id; " << framebuffer->GetColourAttachment() << std::endl;
// TODO: Move to runtime/ Engine
// NOTE: Submits should later be done through walking the sceneTree
renderer.Submit(cube->renderable);
}
/*
* Runs every frame
* - Use to draw Immediate mode graphics (Not meant for HUD's )
*/
void ImmediateGraphicsDraw()
{
ImGui::DockSpaceOverViewport(ImGui::GetMainViewport());
// Show a menu bar
ImGui::BeginMainMenuBar();
if (ImGui::BeginMenu("Application")) {
if (ImGui::MenuItem("Exit")) {
// TODO: Exit application
}
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
// Show internal BarinkEngine stats
ShowStats();
ImGui::Begin("Viewport");
ImGui::Image((void*)(intptr_t)framebuffer->GetColourAttachment(), ImVec2{ 800,600 });
ImGui::End();
static float Zoom = 90;
static glm::vec3 Position = glm::vec3(0.0f, 0.0f, 0.0f);
static glm::vec3 Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
ImGui::Begin("Camera");
ImGui::SliderFloat("Zoom", &Zoom, 10, 190);
ImGui::InputFloat3("Position:", &Position[0]);
ImGui::InputFloat3("Rotation:", &Rotation[0]);
ImGui::End();
ImGui::Begin("Scripting");
ImGui::Text("Lua Code");
ImGui::InputTextMultiline("##", code, 255);
bool runCode = ImGui::Button("Run");
ImGui::End();
ImGui::Begin("Scene Explorer");
ImGui::End();
}
/*
* Runs every frame
* - Meant for game logic ( non-physics related)
*/
void Update()
{
// glBindFramebuffer(GL_FRAMEBUFFER, framebuffer->GetId());
renderer.Render(*framebuffer);
// glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
/*
* Runs at the end of the program
* - Meant for cleanup
*/
void Stop()
{
delete framebuffer;
delete MI;
delete shader;
}

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@ -1,4 +1,4 @@
project "ImGui"
project "ImGUI_Opengl3"
kind "StaticLib"
includedirs {

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@ -1,39 +0,0 @@
project "Runtime"
kind "ConsoleApp"
buildmessage "Building the runtime ..."
links{
"BarinkEngine"
}
includedirs{
"./../BarinkEngine/src",
-- I'd prefer if didn't need these..
-- We'll figure that out some time later
"./../libs/lua/include",
"./../libs/spdlog/include",
"./../libs/glm",
"./../libs/GorillaAudio/include",
"./../libs/assimp/include",
"./../libs/glad/include",
"./../libs/glfw/include",
"./../libs/tinygltf",
"./../libs/glew/include",
"./../libs/glm",
"./../libs/ImGui",
"./include"
}
libdirs {
'./../build/BarinkEngine/Debug'
}
files {
"./src/*.h",
"./src/*.cpp"
}

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@ -1,6 +0,0 @@
#include <iostream>
int main()
{
std::cout << "Welcome to the runtime!" << std::endl;
}

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@ -1,40 +0,0 @@
project "SandboxApp"
kind "ConsoleApp"
buildmessage "Building SandboxApp ..."
links{
"BarinkEngine"
}
includedirs{
"./../BarinkEngine/Include",
-- I'd prefer if didn't need these..
-- We'll figure that out some time later
"./../libs/lua/include",
"./../libs/spdlog/include",
"./../libs/glm",
"./../libs/GorillaAudio/include",
"./../libs/assimp/include",
"./../libs/glad/include",
"./../libs/glfw/include",
"./../libs/tinygltf",
"./../libs/glew/include",
"./../libs/glm",
"./../libs/ImGui",
"../libs/entt/src",
}
libdirs {
'./../build/BarinkEngine/Debug'
}
files {
"./src/*.h",
"./src/*.cpp"
}

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@ -1,87 +0,0 @@
#include "GUI.h"
void SceneExplorer(const std::string& PanelName) {
ImGui::Begin(PanelName.c_str());
//if (ImGui::ListBoxHeader("##ObjectList")) {
//Node& current = scene.GetRoot();
//Node* next = &current;
// Show first node
//ImGui::Selectable(next->name.c_str(), true);
// ImGui::Selectable("Scene Node", 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() {
static float Zoom = 0;
static glm::vec3 Position = glm::vec3(0.0f, 0.0f, 0.0f);
static glm::vec3 Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
ImGui::Begin("Camera");
ImGui::SliderFloat("Zoom:", &Zoom, 10, 190);
ImGui::InputFloat3("Position:", &Position[0]);
ImGui::InputFloat3("Rotation:", &Rotation[0]);
ImGui::End();
}
void ScriptingTool(char* code) {
ImGui::Begin("Scripting");
ImGui::Text("Lua Code");
ImGui::InputTextMultiline("##", code, 255);
bool runCode = ImGui::Button("Run");
ImGui::End();
}
void SceneView(Framebuffer& framebuffer ) {
ImGui::Begin("Viewport");
ImGui::Image((void*)(intptr_t)framebuffer.GetColourAttachment(), ImVec2{800, 600});
ImGui::End();
}
/*
* void transformWindow(Transform& transform, std::string PanelName) {
ImGui::Begin(PanelName.c_str());
ImGui::InputFloat3("Position:", (float*)&transform.Position[0]);
ImGui::InputFloat3("Rotation:", (float*)&transform.Rotation[0]);
ImGui::InputFloat3("Scale:", (float*)&transform.Scale[0]);
ImGui::End();
}
*/
void materialWindow(Material& material, std::string PanelName) {
ImGui::Begin(PanelName.c_str());
ImGui::ColorPicker3("Color:", &material.Color[0]);
ImGui::End();
}

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@ -1,11 +0,0 @@
#pragma once
#include "imgui.h"
#include "../../BarinkEngine/src/BarinkEngine.h"
#include "../../BarinkEngine/src/Graphics/Memory/Framebuffer.h"
void CameraTool();
void ScriptingTool(char* code);
///void transformWindow(Transform& transform, std::string PanelName);
void materialWindow(Material& material, std::string PanelName);
void SceneExplorer(const std::string& PanelName);
void SceneView(Framebuffer& framebuffer);

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@ -1,94 +0,0 @@
#include "../../BarinkEngine/src/BarinkEngine.h"
#include "../../BarinkEngine/src/Scene/Components.h"
#include "../../BarinkEngine/src/Scene/Scene.h"
#include "../../BarinkEngine/src/Scene/Entity.h"
#include "../../BarinkEngine/src/AssetManager/ModelImporter.h"
#include <imgui.h>
#include "GUI.h"
#include "Util.h"
#include <entt/entt.hpp>
/*
* Define globals
*/
Scene scene;
BarinkEngine::Renderable* renderable;
BarinkEngine::SceneObject* object;
Entity cube;
/*
* Runs once at startup
* - USe to initialize the game/sandbox/demo
*/
void Start() {
cube = scene.AddEntity((std::string&)"cube");
auto& render3DComponent = cube.AddComponent<BarinkEngine::Render3DComponent>();
auto importer = BarinkEngine::ModelImporter();
object = importer.Import("build/Debug/Models/Cube.obj");
renderable = object->renderable;
render3DComponent.mesh = *renderable->mesh;
cube.GetComponent<BarinkEngine::TransformComponent>()
.transform = glm::rotate(glm::mat4(1.0f), 32.0f, glm::vec3(0.5f,1.0f,0.0f));
// Create a second cube
auto cube2 = scene.AddEntity((std::string&)"Cube2");
auto& cube2Render = cube2.AddComponent<BarinkEngine::Render3DComponent>();
cube2Render.mesh = *renderable->mesh;
cube2Render.color = glm::vec3(0.0f, 1.0f, 0.0f);
auto& cube2Trans = cube2.GetComponent<BarinkEngine::TransformComponent>();
cube2Trans.transform = glm::translate( glm::mat4(1.0f), glm::vec3(1.0f,0.0f, 5.0f));
renderer.Prepare(scene);
}
/*
* Runs every frame
* - Use to draw Immediate mode graphics (Not meant for HUD's )
*/
void ImmediateGraphicsDraw()
{
// Show internal BarinkEngine stats
ShowStats();
ImGui::Begin("Render edit");
auto& a = cube.GetComponent<BarinkEngine::Render3DComponent>();
ImGui::DragFloat3("Color", &a.color[0], 0.01f, 0.0f, 1.0f);
ImGui::End();
}
/*
* Runs every frame
* - Meant for game logic ( non-physics related)
*/
void Update()
{
renderer.Render(scene);
}
/*
* Runs at the end of the program
* - Meant for cleanup
*/
void Stop()
{
}

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@ -1,6 +0,0 @@
#pragma once
#include "../../BarinkEngine/src/BarinkEngine.h"
//void PrintSceneTree(Node& node, int depth);
//glm::mat4 CalculateModelMat(Transform& transform);

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@ -0,0 +1,41 @@
#include "GUI.h"
void CameraTool(Camera* cam) {
ImGui::Begin("Camera");
ImGui::SliderFloat("Zoom:", &cam->Zoom, 10, 190);
ImGui::InputFloat3("Position:", &cam->Position[0]);
ImGui::InputFloat3("Rotation:", &cam->Rotation[0]);
ImGui::End();
}
void ScriptingTool(char* code) {
ImGui::Begin("Scripting");
ImGui::InputTextMultiline("Lua Script", code, 255);
bool runCode = ImGui::Button("Run");
ImGui::End();
}
void transformWindow(Transform& transform, std::string PanelName) {
ImGui::Begin(PanelName.c_str());
ImGui::InputFloat3("Position:", (float*)&transform.Position[0]);
ImGui::InputFloat3("Rotation:", (float*)&transform.Rotation[0]);
ImGui::InputFloat3("Scale:", (float*)&transform.Scale[0]);
ImGui::End();
}
void materialWindow(Material& material, std::string PanelName) {
ImGui::Begin(PanelName.c_str());
ImGui::ColorPicker3("Color:", &material.Color[0]);
ImGui::End();
}

8
SandboxApplication/GUI.h Normal file
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@ -0,0 +1,8 @@
#pragma once
#include "imgui.h"
#include <BarinkEngine.h>
void CameraTool(Camera* camera);
void ScriptingTool(char* code);
void transformWindow(Transform& transform, std::string PanelName);
void materialWindow(Material& material, std::string PanelName);

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@ -0,0 +1,174 @@
#include "BarinkEngine.h"
#include "imgui.h"
#include "GUI.h"
#include "Util.h"
/*
* 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";
/*
* Runs once at startup
* - USe to initialize the game/sandbox/demo
*/
void Start() {
/*
Building a very basic scene graph
*/
SceneNode MyCube = SceneNode();
MyCube.name = "MyCube";
SceneNode MyBaby = SceneNode();
MyBaby.name = "Baby";
SceneNode MySecondCube = SceneNode();
MySecondCube.name = "MySecondCube";
MyCube.addChild(MyBaby);
Scene scene = Scene("My awesome Game Scene");
scene.GetRoot().addChild(MyCube);
scene.GetRoot().addChild(MySecondCube);
// Walk scene graph
PrintSceneTree(scene.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);
}
/*
* Runs every frame
* - Use to draw Immediate mode graphics (Not meant for HUD's )
*/
void ImmediateGraphicsDraw() {
ImGui::NewFrame();
// Show ImGui demo such that I can easily look
// 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");
}
/*
* Runs every frame
* - Meant for game logic ( non-physics related)
*/
void Update()
{
/*
* NOTE: this needs to move to the renderer
* Render code should not appear in the sandbox file
*/
glm::mat4 projection = glm::perspective(glm::radians(cam->Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
shader->Use();
shader->setUniformMat4("P", projection);
shader->setUniformMat4("M", CalculateModelMat(Cube->transform));
shader->setUniformMat4("V", cam->GetViewMatrix());
matCube->Apply();
Cube->Draw();
shader->setUniformMat4("M", CalculateModelMat(Cube2->transform));
matCube2->Apply();
Cube2->Draw();
}
/*
* Runs at the end of the program
* - 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 shader;
}

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@ -1,7 +1,6 @@
#include "Util.h"
/*
* void PrintSceneTree(Node& node, int depth) {
void PrintSceneTree(SceneNode& node, int depth) {
// Indent name based on depth
std::cout << " ";
for (int i = 0; i < depth; i++) {
@ -31,5 +30,3 @@ glm::mat4 CalculateModelMat(Transform& transform) {
return tran * rot * scale;
}
*/

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@ -0,0 +1,6 @@
#pragma once
#include "BarinkEngine.h"
void PrintSceneTree(SceneNode& node, int depth);
glm::mat4 CalculateModelMat(Transform& transform);

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@ -11,7 +11,7 @@
<input type="checkbox"></input> Basic Textures \
<input type="checkbox" checked></input> Link GLEW or GLAD \
<input type="checkbox" checked></input> Work on basic logging \
<input type="checkbox" checked></input> Input handling \
<input type="checkbox"></input> Input handling \
<input type="checkbox"></input> More shader work \
<input type="checkbox" checked></input> Load FBX model files \
<input type="checkbox"></input> Basic Physics \
@ -21,6 +21,5 @@
## Resources
https://renderdoc.org/ \
https://api.projectchrono.org/tutorial_table_of_content_chrono.html \
https://github.com/epezent/implot -- Useful when displaying graphs of any kind \
https://renderdoc.org/
https://api.projectchrono.org/tutorial_table_of_content_chrono.html

@ -1 +1 @@
Subproject commit d666a1d4737739274449dbe0e8558454bba82ec4
Subproject commit 6d27fecce1ea2cb10ca956cd67b8179cb76b35c3

@ -1 +0,0 @@
Subproject commit 9ac5f6d0465e80762b5289c659c9306300af4c66

View File

@ -3,12 +3,12 @@ workspace "BarinkEngine"
language "C++"
cppdialect "C++17"
targetdir "./build/%{prj.name}/%{cfg.buildcfg}"
objdir "./intermediates/%{prj.name}/%{cfg.buildcfg}"
architecture "x86_64"
targetdir "./%{prj.name}/build/%{cfg.buildcfg}"
objdir "./%{prj.name}/%{cfg.buildcfg}/intermediates/"
startproject("SandboxApp")
filter "configurations:Debug"
defines {"DEBUG"}
@ -19,7 +19,45 @@ workspace "BarinkEngine"
optimize "On"
project "SandboxApplication"
kind "ConsoleApp"
buildmessage "Building Sandbox ..."
links{
"BarinkEngine"
}
includedirs{
"./BarinkEngine/Include",
-- I'd prefer if didn't need these..
-- We'll figure that out some time later
"./libs/lua/include",
"./libs/spdlog/include",
"./libs/glm",
"./libs/GorillaAudio/include",
"./libs/assimp/include",
"./libs/glad/include",
"./libs/glfw/include",
"./libs/tinygltf",
"./libs/glew/include",
"./libs/glm",
"./libs/ImGui",
}
libdirs {
'./build/BarinkEngine/Debug'
}
files {
"./SandboxApplication/*.h",
"./SandboxApplication/*.cpp"
}
include("./BarinkEngine")
include("./Runtime")
include ("./Editor")
include("./SandboxApp")