Use scene module in editor
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55f5537a67
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a0a40f1d04
7 changed files with 78 additions and 140 deletions
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@ -11,11 +11,12 @@ file(GLOB HEADERS "./public/*.hpp" "./public/*/*.hpp")
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add_library(${PROJECT_NAME} STATIC ${SOURCES} ${HEADERS})
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target_include_directories(${PROJECT_NAME} PUBLIC ./public/ ${BINDINGS_INCLUDE} ./ext/)
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target_link_libraries(${PROJECT_NAME} PUBLIC Graphics Connection Widgets Math RasterRender)
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target_link_libraries(${PROJECT_NAME} PUBLIC Graphics Connection Widgets Math RasterRender 3DScene)
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target_link_libraries(${PROJECT_NAME} PUBLIC ${BINDINGS_LIBS})
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### -------------------------- Applications -------------------------- ###
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add_executable(3DEditorApp ./applications/Entry.cpp ./applications/SceneLoad.cpp)
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file(GLOB APP_SOURCES "./applications/*.cpp")
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add_executable(3DEditorApp ${APP_SOURCES})
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target_link_libraries(3DEditorApp ${PROJECT_NAME} Lua ImageIO)
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file(COPY "rsc" DESTINATION "${CMAKE_BINARY_DIR}/${PROJECT_NAME}/")
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@ -5,18 +5,17 @@
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using namespace tp;
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bool loadMeshes(tp::Scene& scene, const std::string& objetsPath);
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class EditorGUI : public Application {
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public:
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EditorGUI() {
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Vec2F renderResolution = { 1000, 1000 };
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auto canvas = this->mGraphics->getCanvas();
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mGui = new EditorWidget<EventHandler, Canvas>(canvas, &geometry, renderResolution);
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mGui = new EditorWidget<EventHandler, Canvas>(canvas, &mScene, renderResolution);
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loadMeshes(geometry, "rsc/scene.obj");
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mScene.load("rsc/scene.obj");
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geometry.mCamera.lookAtPoint({ 0, 0, 0 }, { 3, 3, 2 }, { 0, 0, 1 });
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mScene.mCamera.lookAtPoint({ 0, 0, 0 }, { 3, 3, 2 }, { 0, 0, 1 });
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}
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~EditorGUI() override { delete mGui; }
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@ -33,7 +32,7 @@ public:
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void drawFrame(Canvas* canvas) override { mGui->drawWrapper(*canvas); }
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private:
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Scene geometry;
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Scene mScene;
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WidgetManager mWidgetManager;
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EditorWidget<EventHandler, Canvas>* mGui;
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};
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@ -1,41 +0,0 @@
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#include "Scene.hpp"
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#include "obj/OBJ_Loader.h"
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#include <filesystem>
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bool loadMeshes(tp::Scene& scene, const std::string& objetsPath) {
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using namespace tp;
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objl::Loader Loader;
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if (!Loader.LoadFile(objetsPath.c_str())) {
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std::cout << "Failed to Load File. May have failed to find it or it was not an .obj file.\n";
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return false;
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}
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for (auto& curMesh : Loader.LoadedMeshes) {
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scene.mObjects.append(Object());
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auto object = &scene.mObjects.last();
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for (auto& vertex : curMesh.Vertices) {
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// printf("{ %f, %f, %f }, \n", vertex.Position.X, vertex.Position.Y, vertex.Position.Z);
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object->mTopology.Points.append(Vec3F{ vertex.Position.X, vertex.Position.Y, vertex.Position.Z });
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object->mTopology.Normals.append(Vec3F{ vertex.Normal.X, vertex.Normal.Y, vertex.Normal.Z });
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}
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for (int j = 0; j < curMesh.Indices.size(); j += 3) {
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uint4 idx1 = (int) curMesh.Indices[j];
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uint4 idx2 = (int) curMesh.Indices[j + 1];
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uint4 idx3 = (int) curMesh.Indices[j + 2];
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// printf("{ %i, %i, %i },\n", idx1, idx2, idx3);
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object->mTopology.Indexes.append({ idx1, idx2, idx3 });
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}
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if (object->mTopology.Normals.size() != object->mTopology.Points.size()) {
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printf("Logic error loading normals\n");
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}
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}
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return scene.mObjects.size();
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}
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61
3DEditor/private/GPUBuffers.hpp
Normal file
61
3DEditor/private/GPUBuffers.hpp
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@ -0,0 +1,61 @@
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#pragma once
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#include "Scene.hpp"
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#include "GraphicsApi.hpp"
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namespace tp {
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class ObjectBuffers : public GPUBuffers {
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public:
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ObjectBuffers(Object* object) {
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mObject = (object);
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auto& buff = mObject->mTopology.Points;
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auto& indices = mObject->mTopology.Indexes;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(Vec3F) * buff.size(), buff.getBuff(), GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Vec3<uhalni>) * indices.size(), indices.getBuff(), GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
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glEnableVertexAttribArray(0);
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// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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Object* mObject = nullptr;
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GLuint VAO = 0;
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GLuint VBO = 0;
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GLuint EBO = 0;
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void drawCall() override {
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auto& indices = mObject->mTopology.Indexes;
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glBindVertexArray(VAO);
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// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glDrawElements(GL_TRIANGLES, indices.size() * 3, GL_UNSIGNED_INT, nullptr);
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// glDrawArrays(GL_TRIANGLES, 0, sizeof(buffer) / (2 * sizeof(float)));
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// glBindVertexArray(0);
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}
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~ObjectBuffers() {
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glDeleteBuffers(1, &VBO);
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glDeleteVertexArrays(1, &VAO);
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}
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};
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}
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@ -1,62 +1,8 @@
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#include "Render.hpp"
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#include "GraphicsApi.hpp"
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#include "GPUBuffers.hpp"
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using namespace tp;
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class ObjectBuffers {
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public:
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ObjectBuffers(Object* object) {
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mObject = (object);
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auto& buff = mObject->mTopology.Points;
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auto& indices = mObject->mTopology.Indexes;
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glGenBuffers(1, &EBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(Vec3F) * buff.size(), buff.getBuff(), GL_STATIC_DRAW);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(Vec3<uhalni>) * indices.size(), indices.getBuff(), GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float), nullptr);
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glEnableVertexAttribArray(0);
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// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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Object* mObject = nullptr;
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GLuint VAO = 0;
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GLuint VBO = 0;
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GLuint EBO = 0;
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void drawCall() {
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auto& indices = mObject->mTopology.Indexes;
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glBindVertexArray(VAO);
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// glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, EBO);
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glDrawElements(GL_TRIANGLES, indices.size() * 3, GL_UNSIGNED_INT, nullptr);
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// glDrawArrays(GL_TRIANGLES, 0, sizeof(buffer) / (2 * sizeof(float)));
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// glBindVertexArray(0);
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}
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~ObjectBuffers() {
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glDeleteBuffers(1, &VBO);
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glDeleteVertexArrays(1, &VAO);
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}
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};
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Render::Render(Vec2F renderResolution) :
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mRenderBuffer(renderResolution) {
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@ -72,8 +18,8 @@ Vec2F Render::getBufferSize() { return mRenderBuffer.getSize(); }
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void Render::render(const Scene& geometry, Vec2F size) {
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for (auto object : geometry.mObjects) {
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if (!object->mBuffers) {
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object->mBuffers = std::make_shared<ObjectBuffers>(&object.data());
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if (!object->mGUPBuffers) {
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object->mGUPBuffers = new ObjectBuffers(&object.data());
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}
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}
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@ -101,7 +47,7 @@ void Render::render(const Scene& geometry, Vec2F size) {
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glUniformMatrix4fv(basis, 1, false, &basisMat[0][0]);
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glUniformMatrix4fv(camera, 1, true, &cameraMat[0][0]);
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object->mBuffers->drawCall();
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object->mGUPBuffers->drawCall();
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}
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mDefaultShader.unbind();
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@ -1,34 +0,0 @@
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#pragma once
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#include "Topology.hpp"
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#include <memory>
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class ObjectBuffers;
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namespace tp {
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class Object {
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public:
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Object() = default;
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public:
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Topology mTopology;
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std::shared_ptr<ObjectBuffers> mBuffers;
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};
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struct PointLight {
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Vec3F pos;
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halnf fallOut = 1.f;
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halnf intensity = 1.f;
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};
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class Scene {
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public:
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Scene() = default;
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public:
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Buffer<Object> mObjects;
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Buffer<PointLight> mLights;
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Camera mCamera;
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};
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}
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