Fixed some transparency bugs and started on component based camera
This commit is contained in:
+11
-9
@@ -14,10 +14,17 @@ Game::Game(int argc, char* argv[])
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// Create the core event broker
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m_EventBroker = new EventBroker();
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m_RenderQueueFactory = new RenderQueueFactory();
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m_RenderQueueFactory = new RenderQueueFactory(m_EventBroker);
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// Create a world
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m_World = new World();
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std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
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if (!mapToLoad.empty()) {
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ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
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}
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// Create the renderer
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m_Renderer = new Renderer(m_EventBroker);
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m_Renderer = new Renderer(m_EventBroker, m_World);
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m_Renderer->SetFullscreen(m_Config->Get<bool>("Video.Fullscreen", false));
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m_Renderer->SetVSYNC(m_Config->Get<bool>("Video.VSYNC", false));
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m_Renderer->SetResolution(Rectangle(
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@@ -27,7 +34,7 @@ Game::Game(int argc, char* argv[])
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m_Config->Get<int>("Video.Height", 720)
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));
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m_Renderer->Initialize();
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m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f)));
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//m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f)));
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// Create input manager
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m_InputManager = new InputManager(m_Renderer->Window(), m_EventBroker);
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@@ -41,12 +48,7 @@ Game::Game(int argc, char* argv[])
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m_FrameStack->Width = m_Renderer->Resolution().Width;
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m_FrameStack->Height = m_Renderer->Resolution().Height;
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// Create a world
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m_World = new World();
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std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
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if (!mapToLoad.empty()) {
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ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
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}
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// Create system pipeline
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m_SystemPipeline = new SystemPipeline(m_EventBroker);
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