Moved world definition to Schema/Entities/Test.xml and removed HardcodedTestWorld

This commit is contained in:
sippeangelo
2015-12-09 14:25:41 +01:00
parent 3085ccdfbf
commit 58d827f7d0
9 changed files with 105 additions and 88 deletions
+3 -2
View File
@@ -41,9 +41,10 @@ ComponentWrapper World::GetComponent(EntityID entity, std::string componentType)
return pool->GetByEntity(entity);
}
const ComponentPool& World::GetComponents(std::string componentType)
const ComponentPool* World::GetComponents(std::string componentType)
{
return *m_ComponentPools.at(componentType);
auto it = m_ComponentPools.find(componentType);
return (it != m_ComponentPools.end()) ? it->second : nullptr;
}
EntityID World::generateEntityID()
+28 -23
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@@ -35,32 +35,37 @@ glm::vec3 GetAbsolutePosition(World* world, ComponentWrapper transformComponent)
void RenderQueueFactory::FillModels(World* world, RenderQueue* renderQueue)
{
for(auto& modelC : world->GetComponents("Model")) {
std::string resource = modelC["Resource"];
if (resource.empty()) {
continue;
}
glm::vec4 color = modelC["Color"];
Model* model = ResourceManager::Load<Model>(resource);
auto models = world->GetComponents("Model");
if (models == nullptr) {
return;
}
for (auto texGroup : model->TextureGroups) {
ModelJob job;
job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
job.DiffuseTexture = texGroup.Texture.get();
job.NormalTexture = texGroup.NormalMap.get();
job.SpecularTexture = texGroup.SpecularMap.get();
job.Model = model;
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
job.Color = color;
for (auto& modelC : *models) {
std::string resource = modelC["Resource"];
if (resource.empty()) {
continue;
}
glm::vec4 color = modelC["Color"];
Model* model = ResourceManager::Load<Model>(resource);
//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
job.Entity = modelC.EntityID;
for (auto texGroup : model->TextureGroups) {
ModelJob job;
job.TextureID = (texGroup.Texture) ? texGroup.Texture->ResourceID : 0;
job.DiffuseTexture = texGroup.Texture.get();
job.NormalTexture = texGroup.NormalMap.get();
job.SpecularTexture = texGroup.SpecularMap.get();
job.Model = model;
job.StartIndex = texGroup.StartIndex;
job.EndIndex = texGroup.EndIndex;
job.ModelMatrix = model->m_Matrix * ModelMatrix(world, modelC.EntityID);
job.Color = color;
renderQueue->Add(job);
}
}
//TODO: RENDERER: Not sure if the best solution for pickingColor to entity link is this
job.Entity = modelC.EntityID;
renderQueue->Add(job);
}
}
}
void RenderQueueFactory::FillLights(World* world, RenderQueue* renderQueue)
+29 -3
View File
@@ -1,11 +1,11 @@
#include "Game.h"
#include "HardcodedTestWorld.h"
Game::Game(int argc, char* argv[])
{
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
ResourceManager::RegisterType<Model>("Model");
ResourceManager::RegisterType<Texture>("Texture");
ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
@@ -35,10 +35,12 @@ Game::Game(int argc, char* argv[])
m_FrameStack->Width = m_Renderer->Resolution().Width;
m_FrameStack->Height = m_Renderer->Resolution().Height;
// Create a TEST WORLD
m_World = new HardcodedTestWorld();
// Create a world
m_World = new World();
m_LastTime = glfwGetTime();
testIntialize();
}
Game::~Game()
@@ -58,6 +60,7 @@ void Game::Tick()
m_Renderer->Update(dt);
m_EventBroker->Swap();
testTick(dt);
m_RenderQueueFactory->Update(m_World);
m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
@@ -67,3 +70,26 @@ void Game::Tick()
glfwPollEvents();
}
bool Game::testOnKeyUp(const Events::KeyUp& e)
{
if (e.KeyCode == GLFW_KEY_R) {
delete m_World;
m_World = new World();
ResourceManager::Release("EntityXMLFile", "Schema/Entities/Test.xml");
ResourceManager::Load<EntityXMLFile>("Schema/Entities/Test.xml")->PopulateWorld(m_World);
}
return false;
}
void Game::testIntialize()
{
EVENT_SUBSCRIBE_MEMBER(m_EKeyUp, &Game::testOnKeyUp);
}
void Game::testTick(double dt)
{
m_EventBroker->Process<Game>();
}