Compare commits
1 Commits
b03b82272f
...
Feature/In
Author | SHA1 | Date | |
---|---|---|---|
3c30bf7fb7 |
3
.gitmodules
vendored
3
.gitmodules
vendored
@ -4,14 +4,12 @@
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[submodule "glm"]
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path = libs/glm
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url = https://github.com/nigelbarink/glm.git
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ignore = untracked
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[submodule "spdlog"]
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path = libs/spdlog
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url = https://github.com/nigelbarink/spdlog.git
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[submodule "tinygltf"]
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path = libs/tinygltf
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url = https://github.com/syoyo/tinygltf.git
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ignore = untracked
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[submodule "GorrillaAudio"]
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path = libs/GorillaAudio
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url = https://github.com/mewspring/gorilla-audio.git
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@ -24,7 +22,6 @@
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[submodule "libs/steam-audio"]
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path = libs/steam-audio
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url = https://github.com/ValveSoftware/steam-audio.git
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ignore = untracked
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[submodule "libs/physx"]
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path = libs/physx
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url = https://git.barink.dev/Nigel/PhysX.git
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|
6
.vscode/settings.json
vendored
Normal file
6
.vscode/settings.json
vendored
Normal file
@ -0,0 +1,6 @@
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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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}
|
@ -1,23 +1,40 @@
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#include "BarinkEngine.h"
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EngineStatistics* ES;
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BarinkEngine::InputManager InputSystem;
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int main(int argc, char* argv[]) {
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// Setup performance sampler
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PerfomanceSamplerInit();
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// Startup services
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// Create the window
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BarinkWindow MainWindow = BarinkWindow(800, 600);
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// =================================================
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// Startup services
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// =================================================
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// Startup Renderer
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BarinkEngine::Renderer renderer = BarinkEngine::Renderer();
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// Startup InputManager
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InputSystem = BarinkEngine::InputManager();
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InputSystem.attach(&MainWindow);
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InputSystem.setupGLFWInput(MainWindow.windowptr());
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// Startup GUI System
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GUIManager GUISystem = GUIManager(&MainWindow);
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// Enable depth testing
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// NOTE: TODO Move this into the renderer
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glEnable(GL_DEPTH_TEST);
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@ -56,6 +73,9 @@ int main(int argc, char* argv[]) {
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// Shutdown Services
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delete ES;
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InputSystem.detach(&MainWindow);
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return 0;
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}
|
@ -1,8 +1,7 @@
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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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@ -10,26 +9,15 @@
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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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class ModelImporter {
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public:
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static std::vector<BarinkEngine::Mesh> Import(std::string path);
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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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BarinkEngine::SceneObject* Import(const std::string path);
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private:
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private:
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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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};
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}
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};
|
@ -5,7 +5,6 @@
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#include "graphics/Texture.h"
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#include "graphics/Camera.h"
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#include "graphics/Renderable.h"
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#include "Graphics/Renderer.h"
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#include "Graphics/Material.h"
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#include "spdlog/spdlog.h"
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@ -14,9 +13,14 @@
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#include "Graphics/Renderer.h"
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#include "Graphics/GUI/GUIManager.h"
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#include "Scene.h"
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#include "PerfCounter.h"
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extern void Start();
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extern void Update();
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extern void ImmediateGraphicsDraw();
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extern void Stop();
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extern BarinkEngine::InputManager InputSystem;
|
@ -1,7 +0,0 @@
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#pragma once
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namespace BECS {
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struct Component {
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};
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}
|
@ -1,13 +0,0 @@
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#pragma once
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#include <vector>
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#include "Component.h"
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namespace BECS {
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typedef unsigned long int Entity;
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}
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@ -1,7 +0,0 @@
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#pragma once
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namespace BECS {
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struct System {
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};
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}
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@ -1,17 +0,0 @@
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#pragma once
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#include "System.h"
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#include <vector>
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#include "Component.h"
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#include "Entity.h"
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namespace BECS {
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struct World {
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private:
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std::vector<System> systems;
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std::vector<Component> components;
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std::vector<Entity> entities;
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};
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}
|
@ -5,7 +5,5 @@ struct Event
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{
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public:
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std::string name;
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int argc;
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void** argv;
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};
|
@ -6,10 +6,12 @@ class EventEmitter {
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public:
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void Subscribe (EventListener& subscriber);
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void Unsubscribe(EventListener& subscriber);
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void EmitEvent(Event& incident);
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protected:
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std::list<EventListener*> subscribers;
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void EmitEvent(Event& incident);
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EventEmitter();
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|
5
BarinkEngine/Include/EventSystem/EventListener.cpp
Normal file
5
BarinkEngine/Include/EventSystem/EventListener.cpp
Normal file
@ -0,0 +1,5 @@
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#include "EventListener.h"
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void EventListener::ReceiveEvent(Event& incident)
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{
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}
|
@ -1,12 +1,8 @@
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#pragma once
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#include <list>
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#include <iostream>
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#include "spdlog/spdlog.h"
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#include "Event.h"
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#include <list>
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class EventListener{
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public:
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virtual void ReceiveEvent(Event& incident) = 0 ;
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virtual void ReceiveEvent(Event& incident);
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};
|
18
BarinkEngine/Include/EventSystem/InputSystemEvents.h
Normal file
18
BarinkEngine/Include/EventSystem/InputSystemEvents.h
Normal file
@ -0,0 +1,18 @@
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#pragma once
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#include "Event.h"
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struct KEY_DOWN_EVENT : public Event {
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public:
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int scancode;
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int keycode;
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int mods;
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};
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struct KEY_UP_EVENT : public Event {
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public:
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int scancode;
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int keycode;
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int mods;
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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 GpuBuffer {
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class Buffer {
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private:
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unsigned int id;
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public:
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|
@ -1,30 +0,0 @@
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#pragma once
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#include "VertexArray.h"
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#include "Buffer.h"
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#include "Mesh.h"
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#include "Material.h"
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namespace BarinkEngine {
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class GPU_Bucket {
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public:
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GPU_Bucket();
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~GPU_Bucket();
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void Upload(const Mesh& renderable);
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GpuBuffer vertexBuffer;
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GpuBuffer elementBuffer;
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VertexArray vertexarray;
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const Mesh* mesh;
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const Material* material;
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private :
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unsigned int uv_id;
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};
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};
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|
@ -7,7 +7,7 @@ class Material {
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public:
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Material(const Shader& shader);
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void Apply()const;
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void Apply();
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glm::vec3 Color;
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|
@ -1,12 +1,20 @@
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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 "Vertex.h"
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namespace BarinkEngine {
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struct Mesh {
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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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};
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class Mesh {
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public:
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std::vector<Vertex> vertices;
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std::vector<unsigned int> elements;
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std::vector<unsigned int > elements;
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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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GpuBuffer vertexBuffer;
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GpuBuffer elementBuffer;
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Buffer vertexBuffer;
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Buffer elementBuffer;
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VertexArray VAO;
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|
@ -1,14 +1,37 @@
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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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||||
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struct Renderable {
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BarinkEngine::Mesh* mesh;
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class Renderable : public SceneNode {
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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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||||
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||||
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GLuint UV_id;
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Material* material;
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Texture* texture;
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||||
};
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||||
}
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||||
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||||
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Shader* shader;
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||||
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~Renderable();
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|
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static Renderable* Load(std::string& path);
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void Draw();
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|
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private:
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||||
std::vector<BarinkEngine::Mesh> meshes;
|
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Renderable(std::string& path);
|
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};
|
@ -1,15 +1,7 @@
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#pragma once
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#include <vector>
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||||
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||||
#include <glm/gtc/matrix_transform.hpp>
|
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#include "glad/glad.h"
|
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#include "GLFW/glfw3.h"
|
||||
|
||||
#include "PerfCounter.h"
|
||||
|
||||
#include "Graphics/Camera.h"
|
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#include "Graphics/Renderable.h"
|
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#include "Graphics/GPUBucket.h"
|
||||
|
||||
#include <vector>
|
||||
|
||||
namespace BarinkEngine {
|
||||
|
||||
@ -23,7 +15,7 @@ namespace BarinkEngine {
|
||||
void Submit(Renderable* model);
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||||
|
||||
private:
|
||||
std::vector<GPU_Bucket*> models;
|
||||
std::vector<Renderable*> models;
|
||||
|
||||
};
|
||||
}
|
||||
|
@ -14,7 +14,7 @@ class Shader {
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||||
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;
|
||||
|
@ -1,11 +0,0 @@
|
||||
#pragma once
|
||||
#include <glm/glm.hpp>
|
||||
struct Transform {
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Rotation;
|
||||
glm::vec3 Scale;
|
||||
|
||||
glm::mat4 ModelMatrix;
|
||||
};
|
||||
|
||||
|
@ -1,9 +0,0 @@
|
||||
#pragma once
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
namespace BarinkEngine {
|
||||
struct Vertex {
|
||||
glm::vec3 vertices;
|
||||
glm::vec2 uv;
|
||||
};
|
||||
}
|
@ -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:
|
||||
@ -21,13 +18,16 @@ class BarinkWindow : EventListener {
|
||||
|
||||
static bool InitGLFW();
|
||||
|
||||
|
||||
|
||||
|
||||
public:
|
||||
BarinkWindow(const int width, const int height);
|
||||
~BarinkWindow();
|
||||
|
||||
GLFWwindow* windowptr();
|
||||
|
||||
void ReceiveEvent(Event& incident) override ;
|
||||
void ReceiveEvent(Event& incident) override;
|
||||
bool WindowShouldClose();
|
||||
|
||||
void Poll();
|
||||
|
14
BarinkEngine/Include/Input/GLFWInput.h
Normal file
14
BarinkEngine/Include/Input/GLFWInput.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
#include "GLFW/glfw3.h"
|
||||
|
||||
namespace BarinkEngine {
|
||||
namespace Input {
|
||||
|
||||
void BE_GLFW_KEYS(GLFWwindow* window, int key, int scancode, int action, int mods);
|
||||
void BE_GLFW_CURSOR_POSITION(GLFWwindow* window, double x, double y);
|
||||
void BE_GLFW_CURSOR_ENTER(GLFWwindow* window, int entered);
|
||||
void BE_GLFW_MOUSE_BUTTON(GLFWwindow* window, int button, int action, int mods);
|
||||
void BE_GLFW_SCROLL(GLFWwindow* window, double xoffset, double yoffset);
|
||||
|
||||
}
|
||||
}
|
@ -1,31 +1,29 @@
|
||||
#pragma once
|
||||
#include <vector>
|
||||
#include <iostream>
|
||||
#include <list>
|
||||
|
||||
#include "spdlog/spdlog.h"
|
||||
#include "EventSystem/EventEmitter.h"
|
||||
#include "EventSystem/EventListener.h"
|
||||
#include "Graphics/Window.h"
|
||||
#include "EventSystem/EventEmitter.h"
|
||||
#include "../Include/Input/GLFWInput.h"
|
||||
#include "BarinkEngine.h"
|
||||
|
||||
namespace BarinkEngine {
|
||||
|
||||
class InputManager : EventEmitter {
|
||||
class InputManager : public EventEmitter {
|
||||
public:
|
||||
InputManager();
|
||||
|
||||
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);
|
||||
static void CursorEnterCallback(GLFWwindow* window, int entered);
|
||||
static void MouseButtonCallback(GLFWwindow* window, int button, int action, int mods);
|
||||
static void ScrollCallback(GLFWwindow* window, double xoffset, double yoffset);
|
||||
void attach(BarinkWindow* window);
|
||||
void detach(BarinkWindow* window);
|
||||
|
||||
|
||||
void setupGLFWInput(GLFWwindow* window);
|
||||
|
||||
|
||||
|
||||
private:
|
||||
std::vector<BarinkWindow*> windows;
|
||||
std::list<BarinkWindow*> windows;
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
extern BarinkEngine::InputManager InputSystem;
|
@ -3,13 +3,13 @@
|
||||
#include <imgui.h>
|
||||
|
||||
struct EngineStatistics {
|
||||
long long lastSampleTime;
|
||||
uint32_t lastSampleTime;
|
||||
float frameTime;
|
||||
uint32_t verts;
|
||||
uint32_t DC;
|
||||
|
||||
long long frames;
|
||||
long long FPS;
|
||||
uint64_t frames;
|
||||
uint64_t FPS;
|
||||
};
|
||||
extern EngineStatistics* ES;
|
||||
|
||||
@ -25,8 +25,8 @@ 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;
|
||||
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;
|
||||
|
@ -2,22 +2,46 @@
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include "Graphics/Transform.h"
|
||||
#include "Scene/Node.h"
|
||||
#include "glm/glm.hpp"
|
||||
|
||||
/*
|
||||
* Scene should be a description of a game world
|
||||
*/
|
||||
class Scene {
|
||||
|
||||
struct Transform {
|
||||
glm::vec3 Position;
|
||||
glm::vec3 Rotation;
|
||||
glm::vec3 Scale;
|
||||
|
||||
glm::mat4 ModelMatrix;
|
||||
};
|
||||
|
||||
|
||||
class SceneNode {
|
||||
public:
|
||||
Node& GetSceneNode(std::string);
|
||||
Node& GetRoot();
|
||||
std::string name;
|
||||
Transform transform;
|
||||
SceneNode* parent;
|
||||
std::vector<SceneNode*> children;
|
||||
|
||||
Scene(const std::string& sceneName = "Default Scene");
|
||||
~Scene();
|
||||
|
||||
private:
|
||||
Node* root;
|
||||
void addChild(SceneNode& node);
|
||||
|
||||
};
|
||||
|
||||
|
||||
class Scene {
|
||||
|
||||
public:
|
||||
SceneNode& GetSceneNode(std::string);
|
||||
SceneNode& GetRoot();
|
||||
|
||||
Scene(std::string SceneName = "Default Scene");
|
||||
~Scene();
|
||||
|
||||
|
||||
private:
|
||||
SceneNode* root;
|
||||
|
||||
};
|
||||
|
||||
|
@ -1,24 +0,0 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include "Graphics/Transform.h"
|
||||
|
||||
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);
|
||||
Transform& transform;
|
||||
|
||||
};
|
@ -1,15 +0,0 @@
|
||||
#pragma once
|
||||
#include "Graphics/Renderable.h"
|
||||
#include "Scene/SceneNodeTypes.h"
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
#include "../../src/Scene/SceneNodeTypes.cpp"
|
||||
/*
|
||||
* Define a helper class to more easily build a proper scene
|
||||
*/
|
||||
static class SceneBuilder {
|
||||
|
||||
static Group* AddGroup(std::string name);
|
||||
static BarinkEngine::SceneObject* AddVisual(std::string name, BarinkEngine::Renderable& object, glm::vec3 position );
|
||||
|
||||
};
|
@ -1,17 +0,0 @@
|
||||
#pragma once
|
||||
#include <string>
|
||||
#include <map>
|
||||
#include "Scene.h"
|
||||
class SceneManager {
|
||||
|
||||
public:
|
||||
static Scene* CreateScene(const std::string& name );
|
||||
static Scene& GetScene(const std::string& name);
|
||||
|
||||
static void LoadScene(Scene& scene);
|
||||
|
||||
private:
|
||||
static Scene* CurrentScene;
|
||||
static std::map<std::string, Scene*> Scenes;
|
||||
|
||||
};
|
@ -1,22 +0,0 @@
|
||||
#pragma once
|
||||
#include "Graphics/Camera.h"
|
||||
#include "Graphics/Renderable.h"
|
||||
#include "Scene/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;
|
||||
};
|
||||
}
|
104
BarinkEngine/Input/GLFWInput.cpp
Normal file
104
BarinkEngine/Input/GLFWInput.cpp
Normal file
@ -0,0 +1,104 @@
|
||||
#include "BarinkEngine.h"
|
||||
#include "../Include/Input/GLFWInput.h"
|
||||
#include "../Include/EventSystem/InputSystemEvents.h"
|
||||
#include "../Include/Input/InputManager.h"
|
||||
|
||||
|
||||
namespace BarinkEngine {
|
||||
namespace Input {
|
||||
|
||||
|
||||
void BE_GLFW_KEYS(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
|
||||
switch (action)
|
||||
{
|
||||
case GLFW_KEY_DOWN: {
|
||||
KEY_DOWN_EVENT keydown{};
|
||||
keydown.name = "KEY::DOWN";
|
||||
keydown.mods = mods;
|
||||
keydown.scancode = scancode;
|
||||
keydown.keycode = key;
|
||||
|
||||
InputSystem.EmitEvent(keydown);
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
case GLFW_KEY_UP: {
|
||||
KEY_UP_EVENT keyup{};
|
||||
keyup.name = "KEY::DOWN";
|
||||
keyup.mods = mods;
|
||||
keyup.scancode = scancode;
|
||||
keyup.keycode = key;
|
||||
|
||||
InputSystem.EmitEvent(keyup);
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
default:
|
||||
Event KeyEvent{};
|
||||
KeyEvent.name = "KEY";
|
||||
|
||||
InputSystem.EmitEvent(KeyEvent);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void BE_GLFW_CURSOR_POSITION(GLFWwindow* window, double x, double y)
|
||||
{
|
||||
Event CursorPosUpdate{};
|
||||
CursorPosUpdate.name = "UPDATE::CURSOR:POSITION";
|
||||
|
||||
InputSystem.EmitEvent(CursorPosUpdate);
|
||||
|
||||
|
||||
}
|
||||
|
||||
void BE_GLFW_CURSOR_ENTER(GLFWwindow* window, int entered)
|
||||
{
|
||||
if (entered) {
|
||||
Event mouseEntered{};
|
||||
mouseEntered.name = "Mouse Entered Window's confines!";
|
||||
|
||||
InputSystem.EmitEvent(mouseEntered);
|
||||
|
||||
|
||||
|
||||
}
|
||||
else {
|
||||
Event mouseLeft{};
|
||||
mouseLeft.name = "Mouse Left Window's confines!";
|
||||
|
||||
InputSystem.EmitEvent(mouseLeft);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void BE_GLFW_MOUSE_BUTTON(GLFWwindow* window, int button, int action, int mods)
|
||||
{
|
||||
Event MouseButtonEvent{};
|
||||
MouseButtonEvent.name = "MOUSEBUTTON";
|
||||
|
||||
InputSystem.EmitEvent(MouseButtonEvent);
|
||||
}
|
||||
|
||||
|
||||
void BE_GLFW_SCROLL(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
Event ScrollEvent{};
|
||||
ScrollEvent.name = "SCROLL";
|
||||
|
||||
InputSystem.EmitEvent(ScrollEvent);
|
||||
|
||||
}
|
||||
}
|
||||
}
|
44
BarinkEngine/Input/InputManager.cpp
Normal file
44
BarinkEngine/Input/InputManager.cpp
Normal file
@ -0,0 +1,44 @@
|
||||
#include "Input/InputManager.h"
|
||||
|
||||
namespace BarinkEngine {
|
||||
|
||||
void InputManager::PollEvents()
|
||||
{
|
||||
for (auto it = windows.begin(); it != windows.end(); ++it) {
|
||||
(*it)->Poll();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void InputManager::setupGLFWInput(GLFWwindow* window) {
|
||||
// Attach callbacks
|
||||
glfwSetKeyCallback(window, BarinkEngine::Input::BE_GLFW_KEYS);
|
||||
glfwSetCursorPosCallback(window, BarinkEngine::Input::BE_GLFW_CURSOR_POSITION);
|
||||
glfwSetCursorEnterCallback(window, BarinkEngine::Input::BE_GLFW_CURSOR_ENTER);
|
||||
glfwSetMouseButtonCallback(window, BarinkEngine::Input::BE_GLFW_MOUSE_BUTTON);
|
||||
glfwSetScrollCallback(window, BarinkEngine::Input::BE_GLFW_SCROLL);
|
||||
}
|
||||
|
||||
|
||||
void InputManager::attach(BarinkWindow* window)
|
||||
{
|
||||
windows.push_back(window);
|
||||
this->Subscribe((EventListener&)(*window));
|
||||
|
||||
}
|
||||
|
||||
void InputManager::detach(BarinkWindow* window)
|
||||
{
|
||||
windows.remove(window);
|
||||
this->Unsubscribe((EventListener&)*window);
|
||||
}
|
||||
|
||||
|
||||
InputManager::InputManager() : EventEmitter()
|
||||
{
|
||||
windows = std::list<BarinkWindow*>();
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
52
BarinkEngine/Scene.cpp
Normal file
52
BarinkEngine/Scene.cpp
Normal file
@ -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);
|
||||
}
|
@ -1,15 +1,15 @@
|
||||
#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);
|
||||
}
|
@ -4,8 +4,7 @@ Material::Material(const Shader& shader) :
|
||||
shader(shader) {
|
||||
}
|
||||
|
||||
void Material::Apply() const {
|
||||
|
||||
shader.Use();
|
||||
void Material::Apply() {
|
||||
shader.setUniformVec3("Color", Color);
|
||||
}
|
@ -1,33 +1,17 @@
|
||||
#include "AssetManager/ModelImporter.h"
|
||||
#include "spdlog/spdlog.h"
|
||||
|
||||
BarinkEngine::SceneObject* BarinkEngine::ModelImporter::Import(const std::string path)
|
||||
|
||||
std::vector<BarinkEngine::Mesh> ModelImporter::Import(std::string path)
|
||||
{
|
||||
SceneObject* root = new SceneObject(std::string(path), nullptr);
|
||||
|
||||
Assimp::Importer importer;
|
||||
const aiScene* scene = importer.ReadFile(path, aiProcess_Triangulate | aiProcess_FlipUVs);
|
||||
|
||||
const aiScene* scene = importer.ReadFile(path.c_str(), 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 = &(meshes[0]);
|
||||
|
||||
return root;
|
||||
|
||||
return processNode(currentNode, scene);
|
||||
}
|
||||
|
||||
std::vector<BarinkEngine::Mesh> BarinkEngine::ModelImporter::processNode(aiNode* node, const aiScene* 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));
|
||||
@ -44,24 +28,10 @@ std::vector<BarinkEngine::Mesh> BarinkEngine::ModelImporter::processNode(aiNode*
|
||||
return meshes;
|
||||
}
|
||||
|
||||
BarinkEngine::Mesh BarinkEngine::ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene) {
|
||||
BarinkEngine::Mesh 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{};
|
||||
@ -83,18 +53,28 @@ void ProcessVertices(aiMesh* mesh, std::vector<BarinkEngine::Vertex>& out_vertic
|
||||
|
||||
}
|
||||
|
||||
out_vertices.push_back(v);
|
||||
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]);
|
||||
indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
BarinkEngine::Mesh result;
|
||||
|
||||
|
||||
result.vertices = vertices;
|
||||
result.elements = indices;
|
||||
|
||||
|
||||
return result;
|
||||
|
||||
}
|
62
BarinkEngine/graphics/Renderable.cpp
Normal file
62
BarinkEngine/graphics/Renderable.cpp
Normal file
@ -0,0 +1,62 @@
|
||||
#include "Graphics/Renderable.h"
|
||||
#include "AssetManager/ModelImporter.h"
|
||||
#include "PerfCounter.h"
|
||||
|
||||
|
||||
Renderable* Renderable::Load(std::string& path)
|
||||
{
|
||||
return new Renderable(path);
|
||||
}
|
||||
|
||||
Renderable::Renderable(std::string& path)
|
||||
{
|
||||
meshes = ModelImporter::Import(path);
|
||||
|
||||
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();
|
||||
|
||||
}
|
25
BarinkEngine/graphics/Renderer.cpp
Normal file
25
BarinkEngine/graphics/Renderer.cpp
Normal file
@ -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);
|
||||
}
|
@ -1,6 +1,5 @@
|
||||
#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);
|
||||
}
|
@ -1,4 +1,10 @@
|
||||
#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())
|
||||
@ -16,15 +22,6 @@ Width(width), Height(height), FullScreen(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)
|
||||
@ -79,8 +76,12 @@ 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;
|
||||
|
||||
}
|
@ -52,10 +52,10 @@ project "BarinkEngine"
|
||||
files {
|
||||
"../libs/glad/src/glad.c",
|
||||
|
||||
"./src/*.cpp",
|
||||
"./Include/*.h",
|
||||
"./src/**/*.cpp",
|
||||
"./Include/**/*.h"
|
||||
"./*.cpp",
|
||||
"./*.h",
|
||||
"./**/*.cpp",
|
||||
"./**/*.h"
|
||||
}
|
||||
|
||||
|
||||
@ -63,10 +63,10 @@ project "BarinkEngine"
|
||||
filter { "system:windows"}
|
||||
prebuildcommands {
|
||||
-- Copy shaders
|
||||
"copy src\\graphics\\shaders\\fragment.shader ..\\build\\SandboxApplication\\Debug\\test.fs",
|
||||
"copy src\\graphics\\shaders\\vertex.shader ..\\build\\SandboxApplication\\Debug\\test.vs",
|
||||
"copy src\\graphics\\shaders\\RenderSurfaceFrag.shader ..\\build\\SandboxApplication\\Debug\\RenderSurface.fs",
|
||||
"copy src\\graphics\\shaders\\RenderSurfaceVert.shader ..\\build\\SandboxApplication\\Debug\\RenderSurface.vs"
|
||||
"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"
|
||||
}
|
||||
|
||||
|
||||
@ -74,10 +74,10 @@ project "BarinkEngine"
|
||||
filter { "system:linux" }
|
||||
prebuildcommands {
|
||||
-- Copy shaders
|
||||
"cp src/graphics/shaders/fragment.shader ../build/SandboxApplication/Debug/test.fs",
|
||||
"cp src/graphics/shaders/vertex.shader ../build/SandboxApplication/Debug/test.vs",
|
||||
"cp src/graphics/shaders/RenderSurfaceFrag.shader ../build/SandboxApplication/Debug/RenderSurface.fs",
|
||||
"cp src/graphics/shaders/RenderSurfaceVert.shader ../build/SandboxApplication/Debug/RenderSurface.vs"
|
||||
"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')
|
||||
|
@ -1,37 +0,0 @@
|
||||
#include "Graphics/GPUBucket.h"
|
||||
BarinkEngine::GPU_Bucket::GPU_Bucket() {
|
||||
}
|
||||
BarinkEngine::GPU_Bucket::~GPU_Bucket() {
|
||||
|
||||
}
|
||||
|
||||
void BarinkEngine::GPU_Bucket::Upload(const Mesh& renderable) {
|
||||
|
||||
// keep a ref to the origin in main memory
|
||||
mesh = &renderable;
|
||||
|
||||
// Upload gpu
|
||||
|
||||
vertexarray.Create();
|
||||
vertexarray.Bind();
|
||||
|
||||
vertexBuffer.createBuffer();
|
||||
vertexBuffer.Bind(false);
|
||||
vertexBuffer.setBufferData((void*)&renderable.vertices[0], renderable.vertices.size() * sizeof(BarinkEngine::Vertex), false);
|
||||
|
||||
if (renderable.elements.empty() == false) {
|
||||
elementBuffer.createBuffer();
|
||||
elementBuffer.Bind(true);
|
||||
elementBuffer.setBufferData((void*)&renderable.elements[0], renderable.elements.size() * sizeof(unsigned int), true);
|
||||
}
|
||||
|
||||
vertexarray.AttachAttribute(0, 3, sizeof(Vertex));
|
||||
|
||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex), (void*)offsetof(BarinkEngine::Vertex, vertices));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
vertexBuffer.Unbind(false);
|
||||
vertexarray.Unbind();
|
||||
|
||||
|
||||
}
|
@ -1,77 +0,0 @@
|
||||
#include "Graphics/Renderer.h"
|
||||
|
||||
|
||||
BarinkEngine::Renderer::Renderer()
|
||||
{
|
||||
models = std::vector<GPU_Bucket*>();
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
||||
|
||||
}
|
||||
|
||||
BarinkEngine::Renderer::~Renderer()
|
||||
{
|
||||
// CleanUp!
|
||||
|
||||
// For each model submitted
|
||||
for ( auto packet : models )
|
||||
{
|
||||
delete packet;
|
||||
}
|
||||
|
||||
// glDeleteBuffers(1, &UV_id);
|
||||
}
|
||||
|
||||
void BarinkEngine::Renderer::Render()
|
||||
{
|
||||
// This creation of the projection and camera is somewhat wastefull
|
||||
Camera cam = Camera(glm::vec3(0.0f, 1.5f, 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);
|
||||
|
||||
|
||||
for (auto model : models) {
|
||||
// Push matrices etc ....
|
||||
model->vertexarray.Bind();
|
||||
|
||||
model->elementBuffer.Bind(true);
|
||||
|
||||
|
||||
if (model->material == nullptr) {
|
||||
std::cout << "No material attached!" << std::endl;
|
||||
}
|
||||
else {
|
||||
model->material->Apply();
|
||||
}
|
||||
|
||||
// Update perf counters
|
||||
ES->verts = model->mesh->vertices.size();
|
||||
ES->DC++;
|
||||
|
||||
glDrawElements( GL_TRIANGLES,
|
||||
static_cast<unsigned int>(model->mesh->elements.size()),
|
||||
GL_UNSIGNED_INT,
|
||||
NULL
|
||||
);
|
||||
model->vertexarray.Unbind();
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
// Upload data to cpu and add object to render list
|
||||
void BarinkEngine::Renderer::Submit(Renderable* model)
|
||||
{
|
||||
// Upload mesh data to gpu for render
|
||||
|
||||
GPU_Bucket* bucket = new GPU_Bucket();
|
||||
|
||||
bucket->material = model->material;
|
||||
|
||||
bucket->Upload(*model->mesh);
|
||||
|
||||
models.push_back(bucket); // Maybe push a GPU packet or something instead
|
||||
|
||||
}
|
@ -1,118 +0,0 @@
|
||||
#include "Input/InputManager.h"
|
||||
BarinkEngine::InputManager InputSystem;
|
||||
|
||||
void BarinkEngine::InputManager::PollEvents()
|
||||
{
|
||||
for (auto it = windows.begin(); it != windows.end(); ++it) {
|
||||
auto window = *it;
|
||||
window->Poll();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void BarinkEngine::InputManager::KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
||||
{
|
||||
|
||||
Event KeyEvent{};
|
||||
KeyEvent.name = "KEY";
|
||||
|
||||
InputSystem.EmitEvent(KeyEvent);
|
||||
|
||||
|
||||
if (key == GLFW_KEY_A && action == GLFW_PRESS)
|
||||
{
|
||||
|
||||
std::cout << "'a' key was pressed" << std::endl;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void BarinkEngine::InputManager::CursorPositionCallback(GLFWwindow* window, double x, double y)
|
||||
{
|
||||
//std::cout << "Cursor Position x: " << x << ", y: " << y << std::endl;
|
||||
Event CursorPosUpdate{};
|
||||
CursorPosUpdate.name = "UPDATE::CURSOR:POSITION";
|
||||
|
||||
InputSystem.EmitEvent(CursorPosUpdate);
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
void BarinkEngine::InputManager::CursorEnterCallback(GLFWwindow* window, int entered)
|
||||
{
|
||||
if (entered) {
|
||||
Event mouseEntered {};
|
||||
mouseEntered.name = "Mouse Entered Window's confines!";
|
||||
mouseEntered.argc = 0;
|
||||
|
||||
InputSystem.EmitEvent(mouseEntered);
|
||||
|
||||
|
||||
|
||||
}
|
||||
else {
|
||||
Event mouseLeft{};
|
||||
mouseLeft.name = "Mouse Left Window's confines!";
|
||||
mouseLeft.argc = 0;
|
||||
|
||||
InputSystem.EmitEvent(mouseLeft);
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void BarinkEngine::InputManager::MouseButtonCallback(GLFWwindow* window, int button, int action, int mods)
|
||||
{
|
||||
|
||||
Event MouseButtonEvent{};
|
||||
MouseButtonEvent.name = "MOUSEBUTTON";
|
||||
|
||||
InputSystem.EmitEvent(MouseButtonEvent);
|
||||
|
||||
|
||||
if (button == GLFW_MOUSE_BUTTON_RIGHT && action == GLFW_PRESS) {
|
||||
std::cout << "Right mouse button was pressed!" << std::endl;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void BarinkEngine::InputManager::ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
std::cout << "Scroll: x: " << xoffset << ", y: " << yoffset << std::endl;
|
||||
|
||||
Event ScrollEvent{};
|
||||
ScrollEvent.name = "SCROLL";
|
||||
|
||||
InputSystem.EmitEvent(ScrollEvent);
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
void BarinkEngine::InputManager::attach(BarinkWindow* window)
|
||||
{
|
||||
|
||||
windows.push_back(window);
|
||||
|
||||
// Attach callbacks
|
||||
glfwSetKeyCallback(window->windowptr(), KeyCallback);
|
||||
glfwSetCursorPosCallback(window->windowptr(), CursorPositionCallback);
|
||||
glfwSetCursorEnterCallback(window->windowptr(), CursorEnterCallback);
|
||||
glfwSetMouseButtonCallback(window->windowptr(), MouseButtonCallback);
|
||||
glfwSetScrollCallback(window->windowptr(), ScrollCallback);
|
||||
|
||||
this->Subscribe( (EventListener&)(*window));
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
BarinkEngine::InputManager::InputManager() : EventEmitter ()
|
||||
{
|
||||
windows = std::vector<BarinkWindow*>();
|
||||
}
|
||||
|
||||
|
||||
|
@ -1,66 +0,0 @@
|
||||
#include "Scene.h"
|
||||
#include "Scene.h"
|
||||
#include "Scene/Node.h"
|
||||
void DeleteSubGraph(Node* tree);
|
||||
|
||||
Scene::Scene(const std::string& sceneName)
|
||||
{
|
||||
// Create a root node
|
||||
root = new Group(sceneName);
|
||||
}
|
||||
|
||||
Scene::~Scene()
|
||||
{
|
||||
// Delete all nodes in the graph.
|
||||
DeleteSubGraph(root);
|
||||
|
||||
}
|
||||
|
||||
|
||||
Node* SearchInChildren(Node* root, const std::string name ) {
|
||||
|
||||
if (root->name == name)
|
||||
return root;
|
||||
|
||||
Node* found = nullptr;
|
||||
for (auto child : root->children) {
|
||||
found = SearchInChildren(child, name);
|
||||
}
|
||||
return found;
|
||||
}
|
||||
|
||||
|
||||
Node& Scene::GetSceneNode(std::string name)
|
||||
{
|
||||
return *SearchInChildren(root, name);
|
||||
}
|
||||
|
||||
|
||||
|
||||
Node& Scene::GetRoot()
|
||||
{
|
||||
return *root;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Node::addChild(Node& node)
|
||||
{
|
||||
children.push_back(&node);
|
||||
}
|
||||
|
||||
|
||||
void DeleteSubGraph(Node* tree)
|
||||
{
|
||||
if (tree->children.size() == 0) {
|
||||
delete tree;
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto child : tree->children) {
|
||||
if (child->children.size() > 0) {
|
||||
DeleteSubGraph(child);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
@ -1,7 +0,0 @@
|
||||
#include "Scene/Node.h"
|
||||
|
||||
Node::Node(const std::string& name)
|
||||
: name(name), parent(nullptr), children(std::vector<Node*>()) {}
|
||||
|
||||
Group::Group(const std::string& name )
|
||||
: Node(name), transform(Transform()) {}
|
@ -1,22 +0,0 @@
|
||||
#include "Scene/SceneManager.h"
|
||||
|
||||
Scene* SceneManager::CreateScene(const std::string& name)
|
||||
{
|
||||
/*
|
||||
Scenes = std::map<std::string, Scene*>();
|
||||
SceneManager::Scenes[name] = new Scene(name);
|
||||
*/
|
||||
|
||||
return new Scene(name);
|
||||
}
|
||||
|
||||
Scene& SceneManager::GetScene(const std::string& name)
|
||||
{
|
||||
return Scene();
|
||||
//return *SceneManager::Scenes[name];
|
||||
}
|
||||
|
||||
void SceneManager::LoadScene( Scene& scene)
|
||||
{
|
||||
//SceneManager::CurrentScene = &scene;
|
||||
}
|
@ -1,12 +0,0 @@
|
||||
#include "Scene/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()
|
||||
{}
|
BIN
Manuals/GLSL.std.450.pdf
Normal file
BIN
Manuals/GLSL.std.450.pdf
Normal file
Binary file not shown.
BIN
Manuals/SPIRV.pdf
Normal file
BIN
Manuals/SPIRV.pdf
Normal file
Binary file not shown.
@ -1,35 +1,5 @@
|
||||
#include "GUI.h"
|
||||
|
||||
void SceneExplorer(Scene& scene, std::string PanelName) {
|
||||
if (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");
|
@ -6,4 +6,3 @@ 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);
|
176
SandboxApplication/Sandbox.cpp
Normal file
176
SandboxApplication/Sandbox.cpp
Normal file
@ -0,0 +1,176 @@
|
||||
#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);
|
||||
|
||||
std::string cubePath = "build/SandboxApplication/Debug/Models/Cube.obj";
|
||||
std::string lanternPath = "build/SandboxApplication/Debug/Models/Latern.gltf";
|
||||
/*
|
||||
* load meshes
|
||||
*/
|
||||
Cube = Renderable::Load(lanternPath);
|
||||
Cube2 = Renderable::Load(cubePath);
|
||||
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;
|
||||
}
|
@ -1,6 +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++) {
|
6
SandboxApplication/Util.h
Normal file
6
SandboxApplication/Util.h
Normal file
@ -0,0 +1,6 @@
|
||||
#pragma once
|
||||
#include "BarinkEngine.h"
|
||||
|
||||
void PrintSceneTree(SceneNode& node, int depth);
|
||||
|
||||
glm::mat4 CalculateModelMat(Transform& transform);
|
@ -1,6 +0,0 @@
|
||||
#pragma once
|
||||
#include "BarinkEngine.h"
|
||||
|
||||
void PrintSceneTree(Node& node, int depth);
|
||||
|
||||
glm::mat4 CalculateModelMat(Transform& transform);
|
@ -1,40 +0,0 @@
|
||||
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",
|
||||
|
||||
|
||||
"./include"
|
||||
|
||||
}
|
||||
|
||||
libdirs {
|
||||
'./../build/BarinkEngine/Debug'
|
||||
}
|
||||
|
||||
files {
|
||||
"./include/*.h",
|
||||
"./src/*.cpp"
|
||||
}
|
@ -1,102 +0,0 @@
|
||||
#include "BarinkEngine.h"
|
||||
#include "Scene\SceneManager.h"
|
||||
#include "Scene\SceneNodeTypes.h"
|
||||
#include "AssetManager/ModelImporter.h"
|
||||
|
||||
#include "imgui.h"
|
||||
#include "GUI.h"
|
||||
#include "Util.h"
|
||||
|
||||
/*
|
||||
* Define globals
|
||||
*/
|
||||
Shader* shader;
|
||||
|
||||
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;
|
||||
BarinkEngine::Renderer* renderer;
|
||||
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/SandboxApplication/Debug/Models/Cube.obj");
|
||||
cube->renderable->material = new Material(*shader);
|
||||
|
||||
// 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);
|
||||
|
||||
// TODO: Move to runtime/ Engine
|
||||
renderer = new BarinkEngine::Renderer();
|
||||
// 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::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);
|
||||
|
||||
SceneExplorer(*Level1, "Scene Explorer");
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
* Runs every frame
|
||||
* - Meant for game logic ( non-physics related)
|
||||
*/
|
||||
void Update()
|
||||
{
|
||||
|
||||
renderer->Render();
|
||||
|
||||
}
|
||||
|
||||
/*
|
||||
* Runs at the end of the program
|
||||
* - Meant for cleanup
|
||||
*/
|
||||
void Stop() {
|
||||
delete MI;
|
||||
delete renderer;
|
||||
delete shader;
|
||||
}
|
7
TODO.md
7
TODO.md
@ -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
|
||||
|
42
premake5.lua
42
premake5.lua
@ -18,6 +18,46 @@ workspace "BarinkEngine"
|
||||
defines {"NDEBUG"}
|
||||
optimize "On"
|
||||
|
||||
include("./SandboxApplication")
|
||||
|
||||
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")
|
||||
|
Reference in New Issue
Block a user