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 <phonon.h>
|
||||
|
||||
EngineStatistics* ES;
|
||||
BarinkEngine::InputManager InputSystem;
|
||||
@ -9,17 +8,33 @@ int main(int argc, char* argv[]) {
|
||||
PerfomanceSamplerInit();
|
||||
|
||||
|
||||
// Startup services
|
||||
BarinkWindow MainWindow = BarinkWindow(800, 600);
|
||||
// Create the window
|
||||
BarinkWindow MainWindow = BarinkWindow(800, 600);
|
||||
|
||||
// =================================================
|
||||
// Startup services
|
||||
// =================================================
|
||||
|
||||
// Startup Renderer
|
||||
BarinkEngine::Renderer renderer = BarinkEngine::Renderer();
|
||||
|
||||
|
||||
// Startup InputManager
|
||||
InputSystem = BarinkEngine::InputManager();
|
||||
|
||||
InputSystem.attach(&MainWindow);
|
||||
InputSystem.setupGLFWInput(MainWindow.windowptr());
|
||||
|
||||
|
||||
|
||||
// Startup GUI System
|
||||
GUIManager GUISystem = GUIManager(&MainWindow);
|
||||
|
||||
|
||||
|
||||
|
||||
// Enable depth testing
|
||||
// NOTE: TODO Move this into the renderer
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
|
||||
|
||||
@ -58,6 +73,9 @@ int main(int argc, char* argv[]) {
|
||||
|
||||
// Shutdown Services
|
||||
delete ES;
|
||||
InputSystem.detach(&MainWindow);
|
||||
|
||||
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
@ -1,8 +1,7 @@
|
||||
#pragma once
|
||||
#define TINYGLTF_IMPLEMENTATION
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#define STB_IMAGE_WRITE_IMPLEMENTATION
|
||||
|
||||
#define TINYGLTF_IMPLEMENTATION
|
||||
#define TINYGLTF_NO_EXTERNAL_IMAGE
|
||||
|
||||
#include "Graphics/Mesh.h"
|
||||
@ -10,25 +9,15 @@
|
||||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include <string>
|
||||
#include "Scene/SceneNodeTypes.h"
|
||||
|
||||
void ProcessVertices(aiMesh* mesh, std::vector<BarinkEngine::Vertex>& out_vertices);
|
||||
void ProcessIndices(aiMesh* mesh, std::vector<unsigned int>& out_indices);
|
||||
class ModelImporter {
|
||||
|
||||
namespace BarinkEngine {
|
||||
class ModelImporter {
|
||||
|
||||
public:
|
||||
|
||||
SceneObject* Import(const std::string path);
|
||||
public:
|
||||
static std::vector<BarinkEngine::Mesh> Import(std::string path);
|
||||
|
||||
|
||||
private:
|
||||
private:
|
||||
static BarinkEngine::Mesh ModelImporter::processMesh(aiMesh* mesh, const aiScene* scene);
|
||||
static std::vector<BarinkEngine::Mesh> ModelImporter::processNode(aiNode* node, const aiScene* scene);
|
||||
|
||||
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/GUI/GUIManager.h"
|
||||
#include "Scene.h"
|
||||
|
||||
|
||||
#include "PerfCounter.h"
|
||||
|
||||
|
||||
|
@ -5,7 +5,5 @@ struct Event
|
||||
{
|
||||
public:
|
||||
std::string name;
|
||||
int argc;
|
||||
void** argv;
|
||||
|
||||
};
|
@ -6,10 +6,12 @@ class EventEmitter {
|
||||
public:
|
||||
void Subscribe (EventListener& subscriber);
|
||||
void Unsubscribe(EventListener& subscriber);
|
||||
void EmitEvent(Event& incident);
|
||||
|
||||
|
||||
protected:
|
||||
std::list<EventListener*> subscribers;
|
||||
void EmitEvent(Event& incident);
|
||||
|
||||
|
||||
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
|
||||
#include <glad/glad.h>
|
||||
class GpuBuffer {
|
||||
class Buffer {
|
||||
private:
|
||||
unsigned int id;
|
||||
public:
|
||||
|
@ -1,11 +1,10 @@
|
||||
#pragma once
|
||||
#include <vector>
|
||||
#include <glm/glm.hpp>
|
||||
#include "VertexArray.h"
|
||||
#include "Buffer.h"
|
||||
|
||||
namespace BarinkEngine{
|
||||
|
||||
|
||||
struct Vertex {
|
||||
glm::vec3 vertices;
|
||||
glm::vec2 uv;
|
||||
@ -14,13 +13,8 @@ namespace BarinkEngine{
|
||||
class Mesh {
|
||||
public:
|
||||
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;
|
||||
|
||||
|
||||
GpuBuffer vertexBuffer;
|
||||
GpuBuffer elementBuffer;
|
||||
Buffer vertexBuffer;
|
||||
Buffer elementBuffer;
|
||||
|
||||
VertexArray VAO;
|
||||
|
||||
|
@ -1,23 +1,37 @@
|
||||
#pragma once
|
||||
#include <vector>
|
||||
#include "Mesh.h"
|
||||
|
||||
#include "Buffer.h"
|
||||
#include "Material.h"
|
||||
#include "Texture.h"
|
||||
|
||||
#include "VertexArray.h"
|
||||
#include "Scene.h"
|
||||
|
||||
namespace BarinkEngine {
|
||||
|
||||
class Renderable {
|
||||
public:
|
||||
Mesh mesh;
|
||||
Material* material;
|
||||
Texture* texture;
|
||||
class Renderable : public SceneNode {
|
||||
public:
|
||||
/*
|
||||
* NOTE: Should combine into a Mesh!!
|
||||
*/
|
||||
Buffer vertexBuffer;
|
||||
Buffer elementBuffer;
|
||||
//Buffer uv;
|
||||
VertexArray VAO;
|
||||
|
||||
Shader* shader;
|
||||
|
||||
Renderable();
|
||||
~Renderable();
|
||||
};
|
||||
}
|
||||
GLuint UV_id;
|
||||
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
|
||||
#include <vector>
|
||||
#include <list>
|
||||
|
||||
#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);
|
||||
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:
|
||||
std::vector<BarinkWindow*> windows;
|
||||
std::list<BarinkWindow*> windows;
|
||||
|
||||
};
|
||||
}
|
||||
|
@ -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;
|
||||
|
||||
};
|
@ -1,14 +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 "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{};
|
||||
KeyEvent.name = "KEY";
|
||||
|
||||
InputSystem.EmitEvent(KeyEvent);
|
||||
|
||||
|
||||
if (key == GLFW_KEY_A && action == GLFW_PRESS)
|
||||
void InputManager::PollEvents()
|
||||
{
|
||||
|
||||
std::cout << "'a' key was pressed" << std::endl;
|
||||
for (auto it = windows.begin(); it != windows.end(); ++it) {
|
||||
(*it)->Poll();
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
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 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 BarinkEngine::InputManager::ScrollCallback(GLFWwindow* window, double xoffset, double yoffset)
|
||||
{
|
||||
std::cout << "Scroll: x: " << xoffset << ", y: " << yoffset << std::endl;
|
||||
void InputManager::attach(BarinkWindow* window)
|
||||
{
|
||||
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/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)
|
||||
return root;
|
||||
|
||||
Node* found = nullptr;
|
||||
SceneNode* found = nullptr;
|
||||
for (auto child : root->children) {
|
||||
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);
|
||||
}
|
||||
|
||||
|
||||
|
||||
Node& Scene::GetRoot()
|
||||
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);
|
||||
|
||||
void Node::addChild(Node& node)
|
||||
root->transform.ModelMatrix = glm::mat4(0);
|
||||
|
||||
}
|
||||
|
||||
Scene::~Scene()
|
||||
{
|
||||
// Destruct scene!
|
||||
}
|
||||
|
||||
void SceneNode::addChild(SceneNode& 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"
|
||||
|
||||
|
||||
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);
|
||||
}
|
@ -1,27 +1,17 @@
|
||||
#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;
|
||||
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);
|
||||
|
||||
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));
|
||||
@ -38,24 +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{};
|
||||
@ -77,18 +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;
|
||||
|
||||
}
|
@ -3,51 +3,60 @@
|
||||
#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)
|
||||
{
|
||||
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);
|
||||
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);
|
||||
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));
|
||||
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));
|
||||
glEnableVertexAttribArray(1);
|
||||
|
||||
//vertexBuffer.Unbind(false);
|
||||
vertexBuffer.Unbind(false);
|
||||
|
||||
VAO.Unbind();
|
||||
|
||||
VAO.Unbind();
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
BarinkEngine::Renderable::~Renderable()
|
||||
Renderable::~Renderable()
|
||||
{
|
||||
// glDeleteBuffers(1, &UV_id);
|
||||
glDeleteBuffers(1, &UV_id);
|
||||
}
|
||||
|
||||
// Draw call Example !!
|
||||
/*
|
||||
VAO.Bind();
|
||||
elementBuffer.Bind(true);
|
||||
void Renderable::Draw()
|
||||
{
|
||||
VAO.Bind();
|
||||
elementBuffer.Bind(true);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glUniform1i(glGetUniformLocation(shader->id, "Texture"), GL_TEXTURE0);
|
||||
texture->Bind();
|
||||
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();
|
||||
*/
|
||||
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();
|
||||
|
||||
}
|
||||
|
@ -14,7 +14,7 @@ void BarinkEngine::Renderer::Render()
|
||||
{
|
||||
|
||||
for (auto model : models) {
|
||||
//model->Draw();
|
||||
model->Draw();
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -79,6 +79,9 @@ void BarinkWindow::SwapBuffers()
|
||||
|
||||
void BarinkWindow::ReceiveEvent(Event& incident)
|
||||
{
|
||||
|
||||
|
||||
|
||||
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"
|
||||
|
||||
void SceneExplorer(Scene& scene, std::string PanelName) {
|
||||
ImGui::Begin(PanelName.c_str());
|
||||
|
||||
ImGui::ListBoxHeader("##ObjectList");
|
||||
|
||||
Node& current = scene.GetRoot();
|
||||
|
||||
Node* next = ¤t;
|
||||
|
||||
// Show first node
|
||||
ImGui::Selectable(next->name.c_str(), true);
|
||||
|
||||
ImGui::Indent();
|
||||
|
||||
if (next->children.size() != 0) {
|
||||
for (auto child : next->children)
|
||||
{
|
||||
std::string& name = child->name;
|
||||
ImGui::Selectable(name.c_str(), false);
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::ListBoxFooter();
|
||||
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
void CameraTool(Camera* cam) {
|
||||
|
||||
ImGui::Begin("Camera");
|
||||
|
@ -6,4 +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);
|
||||
|
@ -1,8 +1,4 @@
|
||||
#include "BarinkEngine.h"
|
||||
#include "Scene\SceneManager.h"
|
||||
#include "Scene\SceneNodeTypes.h"
|
||||
#include "AssetManager/ModelImporter.h"
|
||||
|
||||
#include "imgui.h"
|
||||
#include "GUI.h"
|
||||
#include "Util.h"
|
||||
@ -11,50 +7,88 @@
|
||||
* Define globals
|
||||
*/
|
||||
Camera* cam;
|
||||
|
||||
|
||||
Shader* shader;
|
||||
|
||||
Renderable* Cube;
|
||||
Material* matCube;
|
||||
Texture* textureCube;
|
||||
|
||||
Renderable* Cube2;
|
||||
Material* matCube2;
|
||||
|
||||
char* code = new char[254];
|
||||
|
||||
|
||||
const std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs";
|
||||
const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
|
||||
|
||||
BarinkEngine::ModelImporter* MI = new BarinkEngine::ModelImporter();
|
||||
|
||||
Scene* Level1;
|
||||
|
||||
/*
|
||||
* Runs once at startup
|
||||
* - USe to initialize the game/sandbox/demo
|
||||
*/
|
||||
void Start() {
|
||||
// Build a basic test scene
|
||||
// NOTE: This will later be done through an editor
|
||||
|
||||
// Create a level and load it as the current level
|
||||
std::string levelName("Test Level");
|
||||
Level1 = SceneManager::CreateScene(levelName);
|
||||
SceneManager::LoadScene(*Level1);
|
||||
/*
|
||||
Building a very basic scene graph
|
||||
*/
|
||||
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"))
|
||||
SceneNode MySecondCube = SceneNode();
|
||||
MySecondCube.name = "MySecondCube";
|
||||
|
||||
std::string groupName("Nested-Group");
|
||||
auto testGroup = new Group(groupName);
|
||||
Level1->GetRoot().addChild( *testGroup);
|
||||
|
||||
std::string group2Name("Nested-Group2");
|
||||
auto testGroup2 = new Group(group2Name);
|
||||
Level1->GetRoot().addChild(*testGroup2);
|
||||
MyCube.addChild(MyBaby);
|
||||
|
||||
// Walk scene graph
|
||||
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);
|
||||
|
||||
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);
|
||||
|
||||
}
|
||||
|
||||
|
||||
@ -69,14 +103,24 @@ void ImmediateGraphicsDraw() {
|
||||
// at possible GUI elements to use
|
||||
ImGui::ShowDemoWindow();
|
||||
|
||||
|
||||
// Show internal BarinkEngine stats
|
||||
ShowStats();
|
||||
|
||||
|
||||
// Show different tooling for this specific sandbox
|
||||
CameraTool(cam);
|
||||
ScriptingTool(code);
|
||||
|
||||
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()
|
||||
{
|
||||
|
||||
|
||||
/*
|
||||
* NOTE: this needs to move to the renderer
|
||||
* Render code should not appear in the sandbox file
|
||||
@ -95,16 +141,16 @@ void Update()
|
||||
|
||||
shader->Use();
|
||||
shader->setUniformMat4("P", projection);
|
||||
//shader->setUniformMat4("M", CalculateModelMat(Cube->transform));
|
||||
shader->setUniformMat4("M", CalculateModelMat(Cube->transform));
|
||||
shader->setUniformMat4("V", cam->GetViewMatrix());
|
||||
//matCube->Apply();
|
||||
matCube->Apply();
|
||||
|
||||
//Cube->Draw();
|
||||
Cube->Draw();
|
||||
|
||||
//shader->setUniformMat4("M", CalculateModelMat(Cube2->transform));
|
||||
// matCube2->Apply();
|
||||
shader->setUniformMat4("M", CalculateModelMat(Cube2->transform));
|
||||
matCube2->Apply();
|
||||
|
||||
//Cube2->Draw();
|
||||
Cube2->Draw();
|
||||
|
||||
}
|
||||
|
||||
@ -113,6 +159,18 @@ void Update()
|
||||
* - Meant for cleanup
|
||||
*/
|
||||
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;
|
||||
}
|
@ -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++) {
|
||||
|
@ -1,6 +1,6 @@
|
||||
#pragma once
|
||||
#include "BarinkEngine.h"
|
||||
|
||||
void PrintSceneTree(Node& node, int depth);
|
||||
void PrintSceneTree(SceneNode& node, int depth);
|
||||
|
||||
glm::mat4 CalculateModelMat(Transform& transform);
|
Reference in New Issue
Block a user