Nigel Barink
16b61986a1
* Added Texures to the two sample cubes * Modified mesh structure - mesh now contains indices and vertices - Vertices contain vertices and uv's (later on they will also contain normals) Solution definitely not perfect and needs improvement.
174 lines
3.6 KiB
C++
174 lines
3.6 KiB
C++
#include "BarinkEngine.h"
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#include "imgui.h"
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#include "GUI.h"
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#include "Util.h"
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/*
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* Define globals
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*/
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Camera* cam;
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Shader* shader;
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Renderable* Cube;
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Material* matCube;
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Texture* textureCube;
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Renderable* Cube2;
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Material* matCube2;
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char* code = new char[254];
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const std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs";
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const std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
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/*
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* Runs once at startup
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* - USe to initialize the game/sandbox/demo
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*/
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void Start() {
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/*
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Building a very basic scene graph
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*/
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SceneNode MyCube = SceneNode();
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MyCube.name = "MyCube";
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SceneNode MyBaby = SceneNode();
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MyBaby.name = "Baby";
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SceneNode MySecondCube = SceneNode();
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MySecondCube.name = "MySecondCube";
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MyCube.addChild(MyBaby);
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Scene scene = Scene("My awesome Game Scene");
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scene.GetRoot().addChild(MyCube);
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scene.GetRoot().addChild(MySecondCube);
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// Walk scene graph
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PrintSceneTree(scene.GetRoot(),0);
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shader = new Shader(vertexShaderSource, fragmentShaderSource);
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textureCube = new Texture("build/SandboxApplication/Debug/die.jpg");
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matCube = new Material(*shader);
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matCube->Color = glm::vec3(1.0, 0.0, 0.0);
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matCube2 = new Material(*shader);
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matCube2->Color = glm::vec3(0.0, 1.0f, 0.0);
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/*
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* load meshes
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*/
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Cube = Renderable::Load();
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Cube2 = Renderable::Load();
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Cube->addChild(*Cube2);
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Cube->shader = shader;
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Cube2->shader = shader;
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Cube->texture = textureCube;
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Cube2->texture = textureCube;
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Cube2->transform.Position = glm::vec3(-9.0f, 0.0f, 0.0f);
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Cube->transform.Position = glm::vec3(-8.0f, 0.0f, -2.0f);
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cam = new Camera(glm::vec3(0.0f, 1.5f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
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memset(code, '\0', 254);
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}
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/*
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* Runs every frame
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* - Use to draw Immediate mode graphics (Not meant for HUD's )
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*/
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void ImmediateGraphicsDraw() {
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ImGui::NewFrame();
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// Show ImGui demo such that I can easily look
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// at possible GUI elements to use
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ImGui::ShowDemoWindow();
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// Show internal BarinkEngine stats
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ShowStats();
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// Show different tooling for this specific sandbox
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CameraTool(cam);
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ScriptingTool(code);
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transformWindow(Cube->transform, "Transform (Cube)");
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transformWindow(Cube2->transform, "Transform (Cube2)");
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materialWindow(*matCube, "Material Cube");
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materialWindow(*matCube2, "Material Cube2");
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}
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/*
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* Runs every frame
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* - Meant for game logic ( non-physics related)
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*/
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void Update()
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{
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/*
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* NOTE: this needs to move to the renderer
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* Render code should not appear in the sandbox file
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*/
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glm::mat4 projection = glm::perspective(glm::radians(cam->Zoom), (800.0f / 600.0f), 0.001f, 100.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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shader->Use();
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shader->setUniformMat4("P", projection);
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shader->setUniformMat4("M", CalculateModelMat(Cube->transform));
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shader->setUniformMat4("V", cam->GetViewMatrix());
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matCube->Apply();
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Cube->Draw();
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shader->setUniformMat4("M", CalculateModelMat(Cube2->transform));
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matCube2->Apply();
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Cube2->Draw();
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}
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/*
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* Runs at the end of the program
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* - Meant for cleanup
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*/
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void Stop() {
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// Cleanup
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Cube->VAO.Delete();
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Cube->elementBuffer.Delete();
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Cube2->VAO.Delete();
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Cube2->elementBuffer.Delete();
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delete Cube2;
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delete Cube;
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delete matCube;
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delete matCube2;
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delete shader;
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} |