Merge remote-tracking branch 'origin/master' into Rendering

# Conflicts:
#	src/Engine/Editor/EditorSystem.cpp
#	src/Engine/Rendering/PickingPass.cpp
#	src/Game/Game.cpp
This commit is contained in:
viktorljung
2015-12-17 11:17:58 +01:00
20 changed files with 540 additions and 199 deletions
+9 -9
View File
@@ -14,12 +14,7 @@ Game::Game(int argc, char* argv[])
// Create the core event broker
m_EventBroker = new EventBroker();
// Create a world
m_World = new World();
std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
if (!mapToLoad.empty()) {
ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
}
m_RenderQueueFactory = new RenderQueueFactory();
// Create the renderer
m_Renderer = new Renderer(m_EventBroker, m_World);
@@ -46,13 +41,18 @@ Game::Game(int argc, char* argv[])
m_FrameStack->Width = m_Renderer->Resolution().Width;
m_FrameStack->Height = m_Renderer->Resolution().Height;
m_RenderQueues = new RenderQueueCollection();
// Create a world
m_World = new World();
std::string mapToLoad = m_Config->Get<std::string>("Debug.LoadMap", "");
if (!mapToLoad.empty()) {
ResourceManager::Load<EntityXMLFile>(mapToLoad)->PopulateWorld(m_World);
}
// Create system pipeline
m_SystemPipeline = new SystemPipeline(m_EventBroker);
m_SystemPipeline->AddSystem<RaptorCopterSystem>();
m_SystemPipeline->AddSystem<PlayerSystem>();
m_SystemPipeline->AddSystem<EditorSystem>();
m_SystemPipeline->AddSystem<EditorSystem>(m_Renderer);
m_SystemPipeline->AddSystem<RenderSystem>(m_RenderQueues);
m_LastTime = glfwGetTime();