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2 Commits

Author SHA1 Message Date
OusmBlueNinja
58be5709a3 Fixed Crashing 2025-01-01 13:39:45 -06:00
OusmBlueNinja
195f7abbe0 Removed Static VBA/VAO from code 2025-01-01 13:21:47 -06:00
2 changed files with 12 additions and 189 deletions

View File

@ -14,7 +14,7 @@ extern GameObject *g_SelectedObject; // Pointer to the currently selected object
extern std::shared_ptr<CameraComponent> g_RuntimeCameraObject;
#include "Engine/AssetManager.h"
extern AssetManager *g_AssetManager;
extern AssetManager g_AssetManager;
extern LoggerWindow *g_LoggerWindow;
void InspectorWindow::Show()
@ -428,7 +428,7 @@ void InspectorWindow::Show()
mesh->MeshPath = buffer;
}
if (ImGui::Button("Reload Mesh")) {
std::shared_ptr<Model> model = g_AssetManager->loadAsset<Model>(AssetType::MODEL, mesh->MeshPath.c_str());
std::shared_ptr<Model> model = g_AssetManager.loadAsset<Model>(AssetType::MODEL, mesh->MeshPath.c_str());
}

View File

@ -33,157 +33,6 @@ extern std::shared_ptr<CameraComponent> g_RuntimeCameraObject;
extern int g_GPU_Triangles_drawn_to_screen;
// Example cube data (position + UVs)
static float g_CubeVertices[] =
{
// FRONT (z=+1)
-1.f,
-1.f,
1.f,
0.f,
0.f,
1.f,
-1.f,
1.f,
1.f,
0.f,
1.f,
1.f,
1.f,
1.f,
1.f,
-1.f,
1.f,
1.f,
0.f,
1.f,
// BACK (z=-1)
-1.f,
-1.f,
-1.f,
1.f,
0.f,
1.f,
-1.f,
-1.f,
0.f,
0.f,
1.f,
1.f,
-1.f,
0.f,
1.f,
-1.f,
1.f,
-1.f,
1.f,
1.f,
// LEFT (x=-1)
-1.f,
-1.f,
-1.f,
0.f,
0.f,
-1.f,
-1.f,
1.f,
1.f,
0.f,
-1.f,
1.f,
1.f,
1.f,
1.f,
-1.f,
1.f,
-1.f,
0.f,
1.f,
// RIGHT (x=+1)
1.f,
-1.f,
-1.f,
1.f,
0.f,
1.f,
-1.f,
1.f,
0.f,
0.f,
1.f,
1.f,
1.f,
0.f,
1.f,
1.f,
1.f,
-1.f,
1.f,
1.f,
// TOP (y=+1)
-1.f,
1.f,
-1.f,
0.f,
0.f,
1.f,
1.f,
-1.f,
1.f,
0.f,
1.f,
1.f,
1.f,
1.f,
1.f,
-1.f,
1.f,
1.f,
0.f,
1.f,
// BOTTOM (y=-1)
-1.f,
-1.f,
-1.f,
1.f,
0.f,
1.f,
-1.f,
-1.f,
0.f,
0.f,
1.f,
-1.f,
1.f,
0.f,
1.f,
-1.f,
-1.f,
1.f,
1.f,
1.f,
};
static unsigned int g_CubeIndices[] =
{
// Front
0, 1, 2, 2, 3, 0,
// Back
4, 5, 6, 6, 7, 4,
// Left
8, 9, 10, 10, 11, 8,
// Right
12, 13, 14, 14, 15, 12,
// Top
16, 17, 18, 18, 19, 16,
// Bottom
20, 21, 22, 22, 23, 20};
bool PlayPauseButton(const char *label, bool *isPlaying, ImVec2 Size)
{
// Define button size
@ -245,11 +94,6 @@ bool PlayPauseButton(const char *label, bool *isPlaying, ImVec2 Size)
return false; // No toggle occurred
}
void RenderWindow::Show(bool *GameRunning)
{
ImGui::Begin(ICON_FA_GAMEPAD " Editor##EditorWindow");
@ -304,11 +148,6 @@ void RenderWindow::Show(bool *GameRunning)
ImGui::End();
}
void RenderWindow::InitGLResources()
{
// ----------------------------------------------------
@ -326,31 +165,6 @@ void RenderWindow::InitGLResources()
m_ShaderPtr = shaderAsset.get();
}
// ----------------------------------------------------
// 2) Create VAO/VBO/EBO for the cube
// ----------------------------------------------------
glGenVertexArrays(1, &m_VAO);
glBindVertexArray(m_VAO);
glGenBuffers(1, &m_VBO);
glBindBuffer(GL_ARRAY_BUFFER, m_VBO);
glBufferData(GL_ARRAY_BUFFER, sizeof(g_CubeVertices), g_CubeVertices, GL_STATIC_DRAW);
glGenBuffers(1, &m_EBO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_EBO);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(g_CubeIndices), g_CubeIndices, GL_STATIC_DRAW);
// Position = location 0, UV = location 1
glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE,
5 * sizeof(float), (void *)0);
glEnableVertexAttribArray(0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE,
5 * sizeof(float), (void *)(3 * sizeof(float)));
glEnableVertexAttribArray(1);
glBindVertexArray(0);
// ----------------------------------------------------
// 3) Load TEXTURE from the asset manager
// ----------------------------------------------------
@ -398,6 +212,11 @@ void RenderWindow::RenderSceneToFBO(bool *GameRunning)
m_FBO.Bind();
glViewport(0, 0, m_LastWidth, m_LastHeight);
#if TRANSPERANCY
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#endif
glEnable(GL_DEPTH_TEST);
glClearColor(0.f, 0.f, 0.f, 1.f);
@ -526,6 +345,10 @@ void RenderWindow::RenderSceneToFBO(bool *GameRunning)
}
// Cleanup: Unbind the shader program
#if TRANSPERANCY
glDisable(GL_BLEND);
#endif
glUseProgram(0);
// Unbind the FBO