YoggieEngine/SandboxApplication/Sandbox.cpp
Nigel Barink 9165e30d0e Incorrectly loading a model, Adding a VertexArray abstraction
* Using import library assimp to incorrectly load a cube.obj
* Using a temporary Renderable class as a placeholder for all data needed
to render the mesh.
* Vertex Array abstraction added
2022-05-04 23:25:18 +02:00

143 lines
3.7 KiB
C++

#include <string>
#include <MyGraphicsEngine/Shader.h>
#include <MyGraphicsEngine/Window.h>
#include <MyGraphicsEngine/Camera.h>
#include <glm/glm.hpp>
#include "imgui.h"
#include "backends/imgui_impl_glfw.h"
#include "backends/imgui_impl_opengl3.h"
#include "Renderable.h"
#include <filesystem>
extern "C"
{
#include "lauxlib.h"
#include "lua.h"
#include "lualib.h"
}
/*
#include <gorilla/gau.h>
#include <gorilla/ga.h>
*/
int main(int argc, char* argv[]) {
char cwd[256];
getcwd(cwd, 256);
spdlog::info("Working directory: {}", cwd);
BarinkWindow GameWindow(800, 600);
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
(void)io;
ImGui::StyleColorsDark();
ImGui_ImplGlfw_InitForOpenGL(GameWindow.windowptr(), true);
ImGui_ImplOpenGL3_Init("#version 440");
Camera cam(glm::vec3(0.0f, 1.5f, -10.0f), glm::vec3(0.0f, 0.0f, 0.0f), 90.0f);
Renderable Cube = Renderable::Load();
spdlog::info("==== Load Shader(s) ====");
std::string vertexShaderSource = "build/SandboxApplication/Debug/test.vs";
std::string fragmentShaderSource = "build/SandboxApplication/Debug/test.fs";
Shader shader (vertexShaderSource, fragmentShaderSource);
lua_State* L = luaL_newstate();
luaL_openlibs(L);
luaL_dostring(L, "print('BarinkEngine')");
spdlog::info("==== Run script ====");
luaL_dofile(L,"build/SandboxApplication/Debug/script.lua");
/*
* gau_Manager* mgr;
ga_Mixer* mixer;
ga_Sound sound;
ga_Handle handle;
gau_SampleSourceLoop* loopSrc = 0;
gau_SampleSourceLoop** pLoopSrc = &loopSrc;
gc_int32 loop = 0;
gc_int32 quit = 0;
gc_initialize(0);
mgr = gau_manager_create();
mixer = gau_manager_mixer(mgr);
*/
while (!GameWindow.WindowShouldClose()) {
glm::mat4 tran = glm::translate(glm::mat4(), Cube.transform.Position);
glm::mat4 scale = glm::scale(glm::mat4(), Cube.transform.Scale);
glm::mat4 rot =
glm::rotate(glm::mat4(), glm::radians(Cube.transform.Rotation.x), glm::vec3(1.0f, 0.0f, 0.0f)) *
glm::rotate(glm::mat4(), glm::radians(Cube.transform.Rotation.y), glm::vec3(0.0f, 1.0f, 0.0f)) *
glm::rotate(glm::mat4(), glm::radians(Cube.transform.Rotation.z), glm::vec3(0.0f, 0.0f, 1.0f));
glm::mat4 model = tran * rot * scale;
glm::mat4 projection = glm::perspective(cam.Zoom, (800.0f / 600.0f), 0.001f, 100.0f);
GameWindow.Poll();
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
shader.Use();
shader.setUniformMat4("P", projection);
shader.setUniformMat4("M", model);
shader.setUniformMat4("V", cam.GetViewMatrix());
Cube.Draw();
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
ImGui::Begin("Test");
ImGui::SliderFloat("Scale Y:", (float*)&Cube.transform.Scale.y, 1, 4);
ImGui::SliderFloat("Scale X:", (float*)&Cube.transform.Scale.x, 1, 4);
ImGui::SliderFloat("Camera Zoom:", &cam.Zoom, 40, 190);
ImGui::SliderFloat("Position X:", (float*)&Cube.transform.Position.x, -9, -60);
ImGui::SliderFloat("Rotate Y:", (float*)&Cube.transform.Rotation.y, 0, 180);
ImGui::SliderFloat("Rotate Z:", (float*)&Cube.transform.Rotation.z, 0, 180);
ImGui::End();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
GameWindow.SwapBuffers();
}
// Cleanup
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
Cube.VAO.Delete();
Cube.elementBuffer.Delete();
}