Compare commits
1 Commits
e31fd036ea
...
Feature/In
Author | SHA1 | Date | |
---|---|---|---|
3c30bf7fb7 |
6
.vscode/settings.json
vendored
Normal file
6
.vscode/settings.json
vendored
Normal file
@ -0,0 +1,6 @@
|
|||||||
|
{
|
||||||
|
"cmake.configureOnOpen": true,
|
||||||
|
"files.associations": {
|
||||||
|
"iosfwd": "cpp"
|
||||||
|
}
|
||||||
|
}
|
@ -1,5 +1,4 @@
|
|||||||
#include "BarinkEngine.h"
|
#include "BarinkEngine.h"
|
||||||
#include <phonon.h>
|
|
||||||
|
|
||||||
EngineStatistics* ES;
|
EngineStatistics* ES;
|
||||||
BarinkEngine::InputManager InputSystem;
|
BarinkEngine::InputManager InputSystem;
|
||||||
@ -9,17 +8,33 @@ int main(int argc, char* argv[]) {
|
|||||||
PerfomanceSamplerInit();
|
PerfomanceSamplerInit();
|
||||||
|
|
||||||
|
|
||||||
// Startup services
|
// Create the window
|
||||||
BarinkWindow MainWindow = BarinkWindow(800, 600);
|
BarinkWindow MainWindow = BarinkWindow(800, 600);
|
||||||
|
|
||||||
|
// =================================================
|
||||||
|
// Startup services
|
||||||
|
// =================================================
|
||||||
|
|
||||||
|
// Startup Renderer
|
||||||
BarinkEngine::Renderer renderer = BarinkEngine::Renderer();
|
BarinkEngine::Renderer renderer = BarinkEngine::Renderer();
|
||||||
|
|
||||||
|
|
||||||
|
// Startup InputManager
|
||||||
InputSystem = BarinkEngine::InputManager();
|
InputSystem = BarinkEngine::InputManager();
|
||||||
|
|
||||||
InputSystem.attach(&MainWindow);
|
InputSystem.attach(&MainWindow);
|
||||||
|
InputSystem.setupGLFWInput(MainWindow.windowptr());
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// Startup GUI System
|
||||||
GUIManager GUISystem = GUIManager(&MainWindow);
|
GUIManager GUISystem = GUIManager(&MainWindow);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
// Enable depth testing
|
||||||
|
// NOTE: TODO Move this into the renderer
|
||||||
glEnable(GL_DEPTH_TEST);
|
glEnable(GL_DEPTH_TEST);
|
||||||
|
|
||||||
|
|
||||||
@ -58,6 +73,9 @@ int main(int argc, char* argv[]) {
|
|||||||
|
|
||||||
// Shutdown Services
|
// Shutdown Services
|
||||||
delete ES;
|
delete ES;
|
||||||
|
InputSystem.detach(&MainWindow);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
@ -1,8 +1,7 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
#define TINYGLTF_IMPLEMENTATION
|
||||||
#define STB_IMAGE_IMPLEMENTATION
|
#define STB_IMAGE_IMPLEMENTATION
|
||||||
#define STB_IMAGE_WRITE_IMPLEMENTATION
|
#define STB_IMAGE_WRITE_IMPLEMENTATION
|
||||||
|
|
||||||
#define TINYGLTF_IMPLEMENTATION
|
|
||||||
#define TINYGLTF_NO_EXTERNAL_IMAGE
|
#define TINYGLTF_NO_EXTERNAL_IMAGE
|
||||||
|
|
||||||
#include "Graphics/Mesh.h"
|
#include "Graphics/Mesh.h"
|
||||||
@ -10,25 +9,15 @@
|
|||||||
#include <assimp/scene.h>
|
#include <assimp/scene.h>
|
||||||
#include <assimp/postprocess.h>
|
#include <assimp/postprocess.h>
|
||||||
#include <string>
|
#include <string>
|
||||||
#include "Scene/SceneNodeTypes.h"
|
|
||||||
|
|
||||||
void ProcessVertices(aiMesh* mesh, std::vector<BarinkEngine::Vertex>& out_vertices);
|
class ModelImporter {
|
||||||
void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices);
|
|
||||||
|
|
||||||
namespace BarinkEngine {
|
public:
|
||||||
class ModelImporter {
|
static std::vector<BarinkEngine::Mesh> Import(std::string path);
|
||||||
|
|
||||||
public:
|
|
||||||
|
private:
|
||||||
|
static BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene);
|
||||||
|
static std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene);
|
||||||
|
|
||||||
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);
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
};
|
|
||||||
}
|
|
@ -13,6 +13,8 @@
|
|||||||
#include "Graphics/Renderer.h"
|
#include "Graphics/Renderer.h"
|
||||||
#include "Graphics/GUI/GUIManager.h"
|
#include "Graphics/GUI/GUIManager.h"
|
||||||
#include "Scene.h"
|
#include "Scene.h"
|
||||||
|
|
||||||
|
|
||||||
#include "PerfCounter.h"
|
#include "PerfCounter.h"
|
||||||
|
|
||||||
|
|
||||||
|
@ -5,7 +5,5 @@ struct Event
|
|||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
std::string name;
|
std::string name;
|
||||||
int argc;
|
|
||||||
void** argv;
|
|
||||||
|
|
||||||
};
|
};
|
@ -6,10 +6,12 @@ class EventEmitter {
|
|||||||
public:
|
public:
|
||||||
void Subscribe (EventListener& subscriber);
|
void Subscribe (EventListener& subscriber);
|
||||||
void Unsubscribe(EventListener& subscriber);
|
void Unsubscribe(EventListener& subscriber);
|
||||||
|
void EmitEvent(Event& incident);
|
||||||
|
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
std::list<EventListener*> subscribers;
|
std::list<EventListener*> subscribers;
|
||||||
void EmitEvent(Event& incident);
|
|
||||||
|
|
||||||
EventEmitter();
|
EventEmitter();
|
||||||
|
|
||||||
|
18
BarinkEngine/Include/EventSystem/InputSystemEvents.h
Normal file
18
BarinkEngine/Include/EventSystem/InputSystemEvents.h
Normal file
@ -0,0 +1,18 @@
|
|||||||
|
#pragma once
|
||||||
|
#include "Event.h"
|
||||||
|
|
||||||
|
|
||||||
|
struct KEY_DOWN_EVENT : public Event {
|
||||||
|
public:
|
||||||
|
int scancode;
|
||||||
|
int keycode;
|
||||||
|
int mods;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct KEY_UP_EVENT : public Event {
|
||||||
|
public:
|
||||||
|
int scancode;
|
||||||
|
int keycode;
|
||||||
|
int mods;
|
||||||
|
|
||||||
|
};
|
@ -1,6 +1,6 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include <glad/glad.h>
|
#include <glad/glad.h>
|
||||||
class GpuBuffer {
|
class Buffer {
|
||||||
private:
|
private:
|
||||||
unsigned int id;
|
unsigned int id;
|
||||||
public:
|
public:
|
||||||
|
@ -1,11 +1,10 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include <vector>
|
#include <vector>
|
||||||
#include <glm/glm.hpp>
|
#include <glm/glm.hpp>
|
||||||
#include "VertexArray.h"
|
|
||||||
#include "Buffer.h"
|
|
||||||
|
|
||||||
namespace BarinkEngine{
|
namespace BarinkEngine{
|
||||||
|
|
||||||
|
|
||||||
struct Vertex {
|
struct Vertex {
|
||||||
glm::vec3 vertices;
|
glm::vec3 vertices;
|
||||||
glm::vec2 uv;
|
glm::vec2 uv;
|
||||||
@ -14,13 +13,8 @@ namespace BarinkEngine{
|
|||||||
class Mesh {
|
class Mesh {
|
||||||
public:
|
public:
|
||||||
std::vector<Vertex> vertices;
|
std::vector<Vertex> vertices;
|
||||||
std::vector<unsigned int> elements;
|
std::vector<unsigned int > elements;
|
||||||
|
|
||||||
private:
|
|
||||||
GpuBuffer vertexBuffer;
|
|
||||||
GpuBuffer elementBuffer;
|
|
||||||
VertexArray VAO;
|
|
||||||
unsigned int UV_id;
|
|
||||||
};
|
};
|
||||||
|
|
||||||
}
|
}
|
@ -20,8 +20,8 @@ private:
|
|||||||
std::vector<unsigned int > indices;
|
std::vector<unsigned int > indices;
|
||||||
|
|
||||||
|
|
||||||
GpuBuffer vertexBuffer;
|
Buffer vertexBuffer;
|
||||||
GpuBuffer elementBuffer;
|
Buffer elementBuffer;
|
||||||
|
|
||||||
VertexArray VAO;
|
VertexArray VAO;
|
||||||
|
|
||||||
|
@ -1,23 +1,37 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include <vector>
|
#include <vector>
|
||||||
#include "Mesh.h"
|
#include "Mesh.h"
|
||||||
|
#include "Buffer.h"
|
||||||
#include "Material.h"
|
#include "Material.h"
|
||||||
#include "Texture.h"
|
#include "Texture.h"
|
||||||
|
#include "VertexArray.h"
|
||||||
#include "Scene.h"
|
#include "Scene.h"
|
||||||
|
|
||||||
namespace BarinkEngine {
|
|
||||||
|
|
||||||
class Renderable {
|
class Renderable : public SceneNode {
|
||||||
public:
|
public:
|
||||||
Mesh mesh;
|
/*
|
||||||
Material* material;
|
* NOTE: Should combine into a Mesh!!
|
||||||
Texture* texture;
|
*/
|
||||||
|
Buffer vertexBuffer;
|
||||||
|
Buffer elementBuffer;
|
||||||
|
//Buffer uv;
|
||||||
|
VertexArray VAO;
|
||||||
|
|
||||||
Shader* shader;
|
|
||||||
|
|
||||||
Renderable();
|
GLuint UV_id;
|
||||||
~Renderable();
|
Material* material;
|
||||||
};
|
Texture* texture;
|
||||||
}
|
|
||||||
|
|
||||||
|
Shader* shader;
|
||||||
|
|
||||||
|
~Renderable();
|
||||||
|
|
||||||
|
static Renderable* Load(std::string& path);
|
||||||
|
void Draw();
|
||||||
|
|
||||||
|
private:
|
||||||
|
std::vector<BarinkEngine::Mesh> meshes;
|
||||||
|
Renderable(std::string& path);
|
||||||
|
};
|
@ -1,11 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
#include <glm/glm.hpp>
|
|
||||||
struct Transform {
|
|
||||||
glm::vec3 Position;
|
|
||||||
glm::vec3 Rotation;
|
|
||||||
glm::vec3 Scale;
|
|
||||||
|
|
||||||
glm::mat4 ModelMatrix;
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
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);
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
@ -1,27 +1,29 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include <vector>
|
#include <list>
|
||||||
|
|
||||||
#include "Graphics/Window.h"
|
#include "Graphics/Window.h"
|
||||||
#include "EventSystem/EventEmitter.h"
|
#include "EventSystem/EventEmitter.h"
|
||||||
|
#include "../Include/Input/GLFWInput.h"
|
||||||
|
#include "BarinkEngine.h"
|
||||||
|
|
||||||
namespace BarinkEngine {
|
namespace BarinkEngine {
|
||||||
|
|
||||||
class InputManager : EventEmitter {
|
class InputManager : public EventEmitter {
|
||||||
public:
|
public:
|
||||||
InputManager();
|
InputManager();
|
||||||
|
|
||||||
void PollEvents();
|
void PollEvents();
|
||||||
|
|
||||||
void attach(BarinkWindow* window);
|
void attach(BarinkWindow* window);
|
||||||
|
void detach(BarinkWindow* window);
|
||||||
|
|
||||||
|
|
||||||
|
void setupGLFWInput(GLFWwindow* 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);
|
|
||||||
private:
|
private:
|
||||||
std::vector<BarinkWindow*> windows;
|
std::list<BarinkWindow*> windows;
|
||||||
|
|
||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
@ -3,13 +3,13 @@
|
|||||||
#include <imgui.h>
|
#include <imgui.h>
|
||||||
|
|
||||||
struct EngineStatistics {
|
struct EngineStatistics {
|
||||||
long long lastSampleTime;
|
uint32_t lastSampleTime;
|
||||||
float frameTime;
|
float frameTime;
|
||||||
uint32_t verts;
|
uint32_t verts;
|
||||||
uint32_t DC;
|
uint32_t DC;
|
||||||
|
|
||||||
long long frames;
|
uint64_t frames;
|
||||||
long long FPS;
|
uint64_t FPS;
|
||||||
};
|
};
|
||||||
extern EngineStatistics* ES;
|
extern EngineStatistics* ES;
|
||||||
|
|
||||||
@ -18,15 +18,15 @@ inline void PerfomanceSamplerInit(){
|
|||||||
ES->frames = 0;
|
ES->frames = 0;
|
||||||
ES->lastSampleTime = 0;
|
ES->lastSampleTime = 0;
|
||||||
ES->lastSampleTime = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count();
|
ES->lastSampleTime = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
inline void SamplePerformance(void) {
|
inline void SamplePerformance(void) {
|
||||||
ES->frames++;
|
ES->frames++;
|
||||||
ES->DC = 0;
|
ES->DC = 0;
|
||||||
ES->verts = 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 int 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 MilliSecondsPast = now - ES->lastSampleTime;
|
||||||
if (MilliSecondsPast >= 1000) {
|
if (MilliSecondsPast >= 1000) {
|
||||||
|
|
||||||
ES->frameTime = (float)1000 / ES->frames;
|
ES->frameTime = (float)1000 / ES->frames;
|
||||||
|
@ -2,22 +2,46 @@
|
|||||||
#include <string>
|
#include <string>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
|
||||||
#include "Graphics/Transform.h"
|
#include "glm/glm.hpp"
|
||||||
#include "Scene/Node.h"
|
|
||||||
/*
|
/*
|
||||||
* Scene should be a description of a game world
|
* 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 {
|
class Scene {
|
||||||
|
|
||||||
public:
|
public:
|
||||||
Node& GetSceneNode(std::string);
|
SceneNode& GetSceneNode(std::string);
|
||||||
Node& GetRoot();
|
SceneNode& GetRoot();
|
||||||
|
|
||||||
Scene(const std::string& sceneName = "Default Scene");
|
Scene(std::string SceneName = "Default Scene");
|
||||||
~Scene();
|
~Scene();
|
||||||
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
Node* root;
|
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;
|
|
||||||
|
|
||||||
};
|
|
@ -1,14 +0,0 @@
|
|||||||
#pragma once
|
|
||||||
#include "Graphics/Renderable.h"
|
|
||||||
#include "Scene/SceneNodeTypes.h"
|
|
||||||
|
|
||||||
#include <glm/glm.hpp>
|
|
||||||
/*
|
|
||||||
* Define a helper class to more easily build a proper scene
|
|
||||||
*/
|
|
||||||
static class SceneBuilder {
|
|
||||||
|
|
||||||
static Group* AddGroup(std::string name);
|
|
||||||
static SceneObject* AddVisual(std::string name, 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);
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -1,118 +1,44 @@
|
|||||||
#include "BarinkEngine.h"
|
|
||||||
#include "Input/InputManager.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) {
|
|
||||||
(*it)->Poll();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void BarinkEngine::InputManager::KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
|
namespace BarinkEngine {
|
||||||
{
|
|
||||||
|
|
||||||
Event KeyEvent{};
|
void InputManager::PollEvents()
|
||||||
KeyEvent.name = "KEY";
|
|
||||||
|
|
||||||
InputSystem.EmitEvent(KeyEvent);
|
|
||||||
|
|
||||||
|
|
||||||
if (key == GLFW_KEY_A && action == GLFW_PRESS)
|
|
||||||
{
|
{
|
||||||
|
for (auto it = windows.begin(); it != windows.end(); ++it) {
|
||||||
std::cout << "'a' key was pressed" << std::endl;
|
(*it)->Poll();
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void BarinkEngine::InputManager::CursorPositionCallback(GLFWwindow* window, double x, double y)
|
void InputManager::setupGLFWInput(GLFWwindow* window) {
|
||||||
{
|
// Attach callbacks
|
||||||
//std::cout << "Cursor Position x: " << x << ", y: " << y << std::endl;
|
glfwSetKeyCallback(window, BarinkEngine::Input::BE_GLFW_KEYS);
|
||||||
Event CursorPosUpdate{};
|
glfwSetCursorPosCallback(window, BarinkEngine::Input::BE_GLFW_CURSOR_POSITION);
|
||||||
CursorPosUpdate.name = "UPDATE::CURSOR:POSITION";
|
glfwSetCursorEnterCallback(window, BarinkEngine::Input::BE_GLFW_CURSOR_ENTER);
|
||||||
|
glfwSetMouseButtonCallback(window, BarinkEngine::Input::BE_GLFW_MOUSE_BUTTON);
|
||||||
InputSystem.EmitEvent(CursorPosUpdate);
|
glfwSetScrollCallback(window, BarinkEngine::Input::BE_GLFW_SCROLL);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
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)
|
void InputManager::attach(BarinkWindow* window)
|
||||||
{
|
{
|
||||||
std::cout << "Scroll: x: " << xoffset << ", y: " << yoffset << std::endl;
|
windows.push_back(window);
|
||||||
|
this->Subscribe((EventListener&)(*window));
|
||||||
Event ScrollEvent{};
|
|
||||||
ScrollEvent.name = "SCROLL";
|
|
||||||
|
|
||||||
InputSystem.EmitEvent(ScrollEvent);
|
}
|
||||||
|
|
||||||
|
void InputManager::detach(BarinkWindow* window)
|
||||||
|
{
|
||||||
|
windows.remove(window);
|
||||||
|
this->Unsubscribe((EventListener&)*window);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
InputManager::InputManager() : EventEmitter()
|
||||||
|
{
|
||||||
|
windows = std::list<BarinkWindow*>();
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
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*>();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
@ -1,28 +1,12 @@
|
|||||||
#include "Scene.h"
|
#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 ) {
|
SceneNode* SearchInChildren(SceneNode* root, std::string name ) {
|
||||||
|
|
||||||
if (root->name == name)
|
if (root->name == name)
|
||||||
return root;
|
return root;
|
||||||
|
|
||||||
Node* found = nullptr;
|
SceneNode* found = nullptr;
|
||||||
for (auto child : root->children) {
|
for (auto child : root->children) {
|
||||||
found = SearchInChildren(child, name);
|
found = SearchInChildren(child, name);
|
||||||
}
|
}
|
||||||
@ -30,37 +14,39 @@ Node* SearchInChildren(Node* root, const std::string name ) {
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
Node& Scene::GetSceneNode(std::string name)
|
SceneNode& Scene::GetSceneNode(std::string name)
|
||||||
{
|
{
|
||||||
return *SearchInChildren(root, name);
|
return *SearchInChildren(root, name);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
Node& Scene::GetRoot()
|
SceneNode& Scene::GetRoot()
|
||||||
{
|
{
|
||||||
return *root;
|
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);
|
||||||
|
|
||||||
void Node::addChild(Node& node)
|
root->transform.ModelMatrix = glm::mat4(0);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
Scene::~Scene()
|
||||||
|
{
|
||||||
|
// Destruct scene!
|
||||||
|
}
|
||||||
|
|
||||||
|
void SceneNode::addChild(SceneNode& node)
|
||||||
{
|
{
|
||||||
children.push_back(&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()
|
|
||||||
{}
|
|
@ -1,15 +1,15 @@
|
|||||||
#include "Graphics/Buffer.h"
|
#include "Graphics/Buffer.h"
|
||||||
|
|
||||||
|
|
||||||
int GpuBuffer::getBufferID() {
|
int Buffer::getBufferID() {
|
||||||
return id;
|
return id;
|
||||||
}
|
}
|
||||||
|
|
||||||
void GpuBuffer::createBuffer() {
|
void Buffer::createBuffer() {
|
||||||
glGenBuffers(1, (GLuint*) &id);
|
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) {
|
if (elementBuffer) {
|
||||||
glBufferData(GL_ELEMENT_ARRAY_BUFFER, dataSize, data, GL_STATIC_DRAW);
|
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) {
|
if (elementBuffer) {
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, id);
|
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) {
|
if (elementBuffer) {
|
||||||
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
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);
|
glDeleteBuffers(1, (GLuint*) &id);
|
||||||
}
|
}
|
@ -1,27 +1,17 @@
|
|||||||
#include "AssetManager/ModelImporter.h"
|
#include "AssetManager/ModelImporter.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;
|
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;
|
aiNode* currentNode = scene->mRootNode;
|
||||||
|
|
||||||
std::vector<BarinkEngine::Mesh> meshes = processNode(currentNode, scene);
|
return processNode(currentNode, scene);
|
||||||
|
|
||||||
return root;
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
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;
|
std::vector<BarinkEngine::Mesh> meshes;
|
||||||
|
|
||||||
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
|
for (unsigned int i = 0; i < node->mNumMeshes; i++) {
|
||||||
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
||||||
meshes.push_back(processMesh(mesh, scene));
|
meshes.push_back(processMesh(mesh, scene));
|
||||||
@ -38,24 +28,10 @@ std::vector<BarinkEngine::Mesh> BarinkEngine::ModelImporter::processNode(aiNode*
|
|||||||
return meshes;
|
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<unsigned int> indices;
|
||||||
std::vector<BarinkEngine::Vertex> vertices;
|
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
|
// Process vertices
|
||||||
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
|
for (unsigned int i = 0; i < mesh->mNumVertices; i++) {
|
||||||
BarinkEngine::Vertex v{};
|
BarinkEngine::Vertex v{};
|
||||||
@ -63,9 +39,9 @@ void ProcessVertices(aiMesh* mesh, std::vector<BarinkEngine::Vertex>& out_vertic
|
|||||||
vector.x = mesh->mVertices[i].x;
|
vector.x = mesh->mVertices[i].x;
|
||||||
vector.y = mesh->mVertices[i].y;
|
vector.y = mesh->mVertices[i].y;
|
||||||
vector.z = mesh->mVertices[i].z;
|
vector.z = mesh->mVertices[i].z;
|
||||||
|
|
||||||
v.vertices = vector;
|
v.vertices = vector;
|
||||||
|
|
||||||
if (mesh->mTextureCoords[0]) {
|
if (mesh->mTextureCoords[0]) {
|
||||||
|
|
||||||
glm::vec2 texCoord;
|
glm::vec2 texCoord;
|
||||||
@ -76,19 +52,29 @@ void ProcessVertices(aiMesh* mesh, std::vector<BarinkEngine::Vertex>& out_vertic
|
|||||||
v.uv = texCoord;
|
v.uv = texCoord;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
out_vertices.push_back(v);
|
vertices.push_back(v);
|
||||||
}
|
}
|
||||||
}
|
|
||||||
|
|
||||||
void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices) {
|
|
||||||
// Process Indices
|
// Process Indices
|
||||||
for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
|
for (unsigned int i = 0; i < mesh->mNumFaces; i++) {
|
||||||
aiFace face = mesh->mFaces[i];
|
aiFace face = mesh->mFaces[i];
|
||||||
if (face.mNumIndices < 3)
|
if (face.mNumIndices < 3)
|
||||||
continue;
|
continue;
|
||||||
for (unsigned int j = 0; j < face.mNumIndices; j++) {
|
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;
|
||||||
|
|
||||||
}
|
}
|
@ -3,51 +3,60 @@
|
|||||||
#include "PerfCounter.h"
|
#include "PerfCounter.h"
|
||||||
|
|
||||||
|
|
||||||
BarinkEngine::Renderable::Renderable()
|
Renderable* Renderable::Load(std::string& path)
|
||||||
{
|
{
|
||||||
/*
|
return new Renderable(path);
|
||||||
|
}
|
||||||
VAO.Create();
|
|
||||||
VAO.Bind();
|
|
||||||
|
|
||||||
|
Renderable::Renderable(std::string& path)
|
||||||
vertexBuffer.createBuffer();
|
{
|
||||||
vertexBuffer.Bind(false);
|
meshes = ModelImporter::Import(path);
|
||||||
vertexBuffer.setBufferData(&meshes[0].vertices[0], meshes[0].vertices.size() * sizeof(BarinkEngine::Vertex), false);
|
|
||||||
|
|
||||||
elementBuffer.createBuffer();
|
transform.Scale = glm::vec3(1.0f);
|
||||||
elementBuffer.Bind(true);
|
transform.Rotation = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||||
elementBuffer.setBufferData(&meshes[0].elements[0], meshes[0].elements.size() * sizeof(unsigned int), true);
|
transform.Position = glm::vec3(0.0f, 0.0f, 0.0f);
|
||||||
|
|
||||||
VAO.AttachAttribute(0, 3, sizeof(BarinkEngine::Vertex));
|
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);
|
||||||
|
|
||||||
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(BarinkEngine::Vertex),(void* )offsetof(BarinkEngine::Vertex, vertices));
|
vertexBuffer.Unbind(false);
|
||||||
glEnableVertexAttribArray(1);
|
|
||||||
|
|
||||||
//vertexBuffer.Unbind(false);
|
|
||||||
|
|
||||||
VAO.Unbind();
|
VAO.Unbind();
|
||||||
*/
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
BarinkEngine::Renderable::~Renderable()
|
Renderable::~Renderable()
|
||||||
{
|
{
|
||||||
// glDeleteBuffers(1, &UV_id);
|
glDeleteBuffers(1, &UV_id);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Draw call Example !!
|
void Renderable::Draw()
|
||||||
/*
|
{
|
||||||
VAO.Bind();
|
VAO.Bind();
|
||||||
elementBuffer.Bind(true);
|
elementBuffer.Bind(true);
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glUniform1i(glGetUniformLocation(shader->id, "Texture"), GL_TEXTURE0);
|
glUniform1i(glGetUniformLocation(shader->id, "Texture"), GL_TEXTURE0);
|
||||||
texture->Bind();
|
texture->Bind();
|
||||||
|
|
||||||
ES->verts = meshes[0].vertices.size();
|
ES->verts = meshes[0].vertices.size();
|
||||||
ES->DC++;
|
ES->DC++;
|
||||||
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(meshes[0].elements.size()), GL_UNSIGNED_INT, NULL);
|
glDrawElements(GL_TRIANGLES, static_cast<unsigned int>(meshes[0].elements.size()), GL_UNSIGNED_INT, NULL);
|
||||||
VAO.Unbind();
|
VAO.Unbind();
|
||||||
*/
|
|
||||||
|
}
|
||||||
|
@ -14,7 +14,7 @@ void BarinkEngine::Renderer::Render()
|
|||||||
{
|
{
|
||||||
|
|
||||||
for (auto model : models) {
|
for (auto model : models) {
|
||||||
//model->Draw();
|
model->Draw();
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -79,6 +79,9 @@ void BarinkWindow::SwapBuffers()
|
|||||||
|
|
||||||
void BarinkWindow::ReceiveEvent(Event& incident)
|
void BarinkWindow::ReceiveEvent(Event& incident)
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
std::cout << "EVENT RECEIVED: " << incident.name << std::endl;
|
std::cout << "EVENT RECEIVED: " << incident.name << std::endl;
|
||||||
|
|
||||||
}
|
}
|
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.
@ -1,32 +1,5 @@
|
|||||||
#include "GUI.h"
|
#include "GUI.h"
|
||||||
|
|
||||||
void SceneExplorer(Scene& scene, std::string PanelName) {
|
|
||||||
ImGui::Begin(PanelName.c_str());
|
|
||||||
|
|
||||||
ImGui::ListBoxHeader("##ObjectList");
|
|
||||||
|
|
||||||
Node& current = scene.GetRoot();
|
|
||||||
|
|
||||||
Node* next = ¤t;
|
|
||||||
|
|
||||||
// Show first node
|
|
||||||
ImGui::Selectable(next->name.c_str(), true);
|
|
||||||
|
|
||||||
ImGui::Indent();
|
|
||||||
|
|
||||||
if (next->children.size() != 0) {
|
|
||||||
for (auto child : next->children)
|
|
||||||
{
|
|
||||||
std::string& name = child->name;
|
|
||||||
ImGui::Selectable(name.c_str(), false);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
ImGui::ListBoxFooter();
|
|
||||||
|
|
||||||
ImGui::End();
|
|
||||||
}
|
|
||||||
|
|
||||||
void CameraTool(Camera* cam) {
|
void CameraTool(Camera* cam) {
|
||||||
|
|
||||||
ImGui::Begin("Camera");
|
ImGui::Begin("Camera");
|
||||||
|
@ -5,5 +5,4 @@
|
|||||||
void CameraTool(Camera* camera);
|
void CameraTool(Camera* camera);
|
||||||
void ScriptingTool(char* code);
|
void ScriptingTool(char* code);
|
||||||
void transformWindow(Transform& transform, std::string PanelName);
|
void transformWindow(Transform& transform, std::string PanelName);
|
||||||
void materialWindow(Material& material, std::string PanelName);
|
void materialWindow(Material& material, std::string PanelName);
|
||||||
void SceneExplorer(Scene& scene, std::string PanelName);
|
|
@ -1,8 +1,4 @@
|
|||||||
#include "BarinkEngine.h"
|
#include "BarinkEngine.h"
|
||||||
#include "Scene\SceneManager.h"
|
|
||||||
#include "Scene\SceneNodeTypes.h"
|
|
||||||
#include "AssetManager/ModelImporter.h"
|
|
||||||
|
|
||||||
#include "imgui.h"
|
#include "imgui.h"
|
||||||
#include "GUI.h"
|
#include "GUI.h"
|
||||||
#include "Util.h"
|
#include "Util.h"
|
||||||
@ -11,50 +7,88 @@
|
|||||||
* Define globals
|
* Define globals
|
||||||
*/
|
*/
|
||||||
Camera* cam;
|
Camera* cam;
|
||||||
|
|
||||||
|
|
||||||
Shader* shader;
|
Shader* shader;
|
||||||
|
|
||||||
|
Renderable* Cube;
|
||||||
|
Material* matCube;
|
||||||
|
Texture* textureCube;
|
||||||
|
|
||||||
|
Renderable* Cube2;
|
||||||
|
Material* matCube2;
|
||||||
|
|
||||||
char* code = new char[254];
|
char* code = new char[254];
|
||||||
|
|
||||||
|
|
||||||
const std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs";
|
const std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs";
|
||||||
const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
|
const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
|
||||||
|
|
||||||
BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
|
|
||||||
|
|
||||||
Scene* Level1;
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* Runs once at startup
|
* Runs once at startup
|
||||||
* - USe to initialize the game/sandbox/demo
|
* - USe to initialize the game/sandbox/demo
|
||||||
*/
|
*/
|
||||||
void Start() {
|
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");
|
Building a very basic scene graph
|
||||||
Level1 = SceneManager::CreateScene(levelName);
|
*/
|
||||||
SceneManager::LoadScene(*Level1);
|
SceneNode MyCube = SceneNode();
|
||||||
|
MyCube.name = "MyCube";
|
||||||
|
|
||||||
// Create a cube node
|
SceneNode MyBaby = SceneNode();
|
||||||
|
MyBaby.name = "Baby";
|
||||||
// Load a model
|
|
||||||
// *(MI->Import("build/SandboxApplication/Debug/Models/Cube.obj"))
|
|
||||||
|
|
||||||
std::string groupName("Nested-Group");
|
SceneNode MySecondCube = SceneNode();
|
||||||
auto testGroup = new Group(groupName);
|
MySecondCube.name = "MySecondCube";
|
||||||
Level1->GetRoot().addChild( *testGroup);
|
|
||||||
|
|
||||||
std::string group2Name("Nested-Group2");
|
|
||||||
auto testGroup2 = new Group(group2Name);
|
|
||||||
Level1->GetRoot().addChild(*testGroup2);
|
|
||||||
|
|
||||||
// Walk scene graph
|
MyCube.addChild(MyBaby);
|
||||||
PrintSceneTree(Level1->GetRoot(),0);
|
|
||||||
|
|
||||||
|
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);
|
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);
|
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);
|
memset(code, '\0', 254);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
@ -69,14 +103,24 @@ void ImmediateGraphicsDraw() {
|
|||||||
// at possible GUI elements to use
|
// at possible GUI elements to use
|
||||||
ImGui::ShowDemoWindow();
|
ImGui::ShowDemoWindow();
|
||||||
|
|
||||||
|
|
||||||
// Show internal BarinkEngine stats
|
// Show internal BarinkEngine stats
|
||||||
ShowStats();
|
ShowStats();
|
||||||
|
|
||||||
|
|
||||||
// Show different tooling for this specific sandbox
|
// Show different tooling for this specific sandbox
|
||||||
CameraTool(cam);
|
CameraTool(cam);
|
||||||
ScriptingTool(code);
|
ScriptingTool(code);
|
||||||
|
|
||||||
SceneExplorer(*Level1, "Scene Explorer");
|
transformWindow(Cube->transform, "Transform (Cube)");
|
||||||
|
|
||||||
|
transformWindow(Cube2->transform, "Transform (Cube2)");
|
||||||
|
|
||||||
|
materialWindow(*matCube, "Material Cube");
|
||||||
|
materialWindow(*matCube2, "Material Cube2");
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
@ -85,6 +129,8 @@ void ImmediateGraphicsDraw() {
|
|||||||
*/
|
*/
|
||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* NOTE: this needs to move to the renderer
|
* NOTE: this needs to move to the renderer
|
||||||
* Render code should not appear in the sandbox file
|
* Render code should not appear in the sandbox file
|
||||||
@ -95,16 +141,16 @@ void Update()
|
|||||||
|
|
||||||
shader->Use();
|
shader->Use();
|
||||||
shader->setUniformMat4("P", projection);
|
shader->setUniformMat4("P", projection);
|
||||||
//shader->setUniformMat4("M", CalculateModelMat(Cube->transform));
|
shader->setUniformMat4("M", CalculateModelMat(Cube->transform));
|
||||||
shader->setUniformMat4("V", cam->GetViewMatrix());
|
shader->setUniformMat4("V", cam->GetViewMatrix());
|
||||||
//matCube->Apply();
|
matCube->Apply();
|
||||||
|
|
||||||
//Cube->Draw();
|
Cube->Draw();
|
||||||
|
|
||||||
//shader->setUniformMat4("M", CalculateModelMat(Cube2->transform));
|
shader->setUniformMat4("M", CalculateModelMat(Cube2->transform));
|
||||||
// matCube2->Apply();
|
matCube2->Apply();
|
||||||
|
|
||||||
//Cube2->Draw();
|
Cube2->Draw();
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -113,6 +159,18 @@ void Update()
|
|||||||
* - Meant for cleanup
|
* - Meant for cleanup
|
||||||
*/
|
*/
|
||||||
void Stop() {
|
void Stop() {
|
||||||
delete MI;
|
// Cleanup
|
||||||
|
Cube->VAO.Delete();
|
||||||
|
Cube->elementBuffer.Delete();
|
||||||
|
|
||||||
|
Cube2->VAO.Delete();
|
||||||
|
Cube2->elementBuffer.Delete();
|
||||||
|
|
||||||
|
delete Cube2;
|
||||||
|
delete Cube;
|
||||||
|
|
||||||
|
delete matCube;
|
||||||
|
delete matCube2;
|
||||||
|
|
||||||
delete shader;
|
delete shader;
|
||||||
}
|
}
|
@ -1,6 +1,6 @@
|
|||||||
#include "Util.h"
|
#include "Util.h"
|
||||||
|
|
||||||
void PrintSceneTree(Node& node, int depth) {
|
void PrintSceneTree(SceneNode& node, int depth) {
|
||||||
// Indent name based on depth
|
// Indent name based on depth
|
||||||
std::cout << " ";
|
std::cout << " ";
|
||||||
for (int i = 0; i < depth; i++) {
|
for (int i = 0; i < depth; i++) {
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include "BarinkEngine.h"
|
#include "BarinkEngine.h"
|
||||||
|
|
||||||
void PrintSceneTree(Node& node, int depth);
|
void PrintSceneTree(SceneNode& node, int depth);
|
||||||
|
|
||||||
glm::mat4 CalculateModelMat(Transform& transform);
|
glm::mat4 CalculateModelMat(Transform& transform);
|
Reference in New Issue
Block a user