Fixed the OctTreeTestGameClass.cpp so it draws the OctTree nicely again

This commit is contained in:
verysecrethero
2015-12-18 14:22:57 +01:00
parent b1ae96f737
commit e0cc25dbac
5 changed files with 38 additions and 11 deletions
+26 -5
View File
@@ -5,6 +5,8 @@ Game::Game(int argc, char* argv[]) : someOctTree(AABB(-0.5f*worldSize, 0.5f*worl
ResourceManager::RegisterType<ConfigFile>("ConfigFile");
ResourceManager::RegisterType<Model>("Model");
ResourceManager::RegisterType<Texture>("Texture");
ResourceManager::RegisterType<EntityXMLFile>("EntityXMLFile");
ResourceManager::RegisterType<ShaderProgram>("ShaderProgram");
m_Config = ResourceManager::Load<ConfigFile>("Config.ini");
LOG_LEVEL = static_cast<_LOG_LEVEL>(m_Config->Get<int>("Debug.LogLevel", 1));
@@ -25,9 +27,14 @@ Game::Game(int argc, char* argv[]) : someOctTree(AABB(-0.5f*worldSize, 0.5f*worl
m_Config->Get<int>("Video.Height", 720)
));
m_Renderer->Initialize();
m_Renderer->Camera()->SetFOV(glm::radians(m_Config->Get<float>("Video.FOV", 90.f)));
// Create input manager
m_InputManager = new InputManager(m_Renderer->Window(), m_EventBroker);
m_InputProxy = new InputProxy(m_EventBroker);
m_InputProxy->AddHandler<KeyboardInputHandler>();
m_InputProxy->AddHandler<MouseInputHandler>();
m_InputProxy->LoadBindings("Input.ini");
// Create the root level GUI frame
m_FrameStack = new GUI::Frame(m_EventBroker);
@@ -37,6 +44,9 @@ Game::Game(int argc, char* argv[]) : someOctTree(AABB(-0.5f*worldSize, 0.5f*worl
// Create a TEST WORLD
m_World = new HardcodedTestWorld();
m_SystemPipeline = new SystemPipeline(m_EventBroker);
m_SystemPipeline->AddSystem<PlayerSystem>();
m_LastTime = glfwGetTime();
}
@@ -52,9 +62,14 @@ void Game::Tick()
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
// Handle input in a weird looking but responsive way
m_EventBroker->Process<InputManager>();
m_EventBroker->Swap();
m_InputManager->Update(dt);
m_Renderer->Update(dt);
m_EventBroker->Swap();
m_InputProxy->Update(dt);
m_EventBroker->Swap();
m_InputProxy->Process();
m_EventBroker->Swap();
#define TEST1
@@ -70,7 +85,7 @@ void Game::Tick()
AABB boxi;
boxi.CreateFromCenter(pos, maxPos - minPos);
frameCounter++;
if (frameCounter > 50) {
if (frameCounter > 1) {
m_World->someOctTree.ClearDynamicObjects();
m_World->someOctTree.AddDynamicObject(boxi);
frameCounter = 0;
@@ -149,8 +164,8 @@ void Game::Tick()
if (someOctTree.BoxCollides(redBox, AABB())) {
//this checks AABB vs AABB
//if (Collision::AABBVsAABB(redBox, aabb)) {
m_Renderer->Camera()->SetPosition(m_PrevPos);
m_Renderer->Camera()->SetOrientation(m_PrevOri);
//m_Renderer->Camera()->SetPosition(m_PrevPos);
//m_Renderer->Camera()->SetOrientation(m_PrevOri);
model["Color"] = greenCol;
}
else {
@@ -163,8 +178,14 @@ void Game::Tick()
m_RenderQueueFactory->Update(m_World);
#endif
m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
// Iterate through systems and update world!
m_SystemPipeline->Update(m_World, dt);
m_Renderer->Update(dt);
m_RenderQueueFactory->Update(m_World);
GLERROR("Game::Tick m_RenderQueueFactory->Update");
m_Renderer->Draw(m_RenderQueueFactory->RenderQueues());
GLERROR("Game::Tick m_Renderer->Draw");
m_EventBroker->Swap();
m_EventBroker->Clear();