Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
Conflicts: Escape-the-Dawn/Systems/SoundsSystem.cpp
This commit is contained in:
+32
-26
@@ -8,30 +8,30 @@ Camera::Camera(float yFOV, float aspectRatio, float nearClip, float farClip)
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m_FarClip = farClip;
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m_Position = glm::vec3(0.0);
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m_Pitch = 0.f;
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m_Yaw = 0.f;
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/*m_Pitch = 0.f;
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m_Yaw = 0.f;*/
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UpdateProjectionMatrix();
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UpdateViewMatrix();
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}
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glm::vec3 Camera::Forward()
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{
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return glm::rotate(glm::vec3(0.f, 0.f, -1.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
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}
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//glm::vec3 Camera::Forward()
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//{
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// return glm::rotate(glm::vec3(0.f, 0.f, -1.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
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//}
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//
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//glm::vec3 Camera::Right()
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//{
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// return glm::rotate(glm::vec3(1.f, 0.f, 0.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
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//}
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glm::vec3 Camera::Right()
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{
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return glm::rotate(glm::vec3(1.f, 0.f, 0.f), -m_Yaw, glm::vec3(0.f, 1.f, 0.f));
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}
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glm::mat4 Camera::Orientation()
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{
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glm::mat4 orientation(1.f);
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orientation = glm::rotate(orientation, m_Pitch, glm::vec3(1.f, 0.f, 0.f));
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orientation = glm::rotate(orientation, m_Yaw, glm::vec3(0.f, 1.f, 0.f));
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return orientation;
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}
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//glm::mat4 Camera::Orientation()
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//{
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// glm::mat4 orientation(1.f);
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// orientation = glm::rotate(orientation, m_Pitch, glm::vec3(1.f, 0.f, 0.f));
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// orientation = glm::rotate(orientation, m_Yaw, glm::vec3(0.f, 1.f, 0.f));
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// return orientation;
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//}
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void Camera::AspectRatio(float val)
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{
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@@ -46,17 +46,23 @@ void Camera::Position(glm::vec3 val)
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}
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void Camera::Pitch(float val)
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void Camera::Orientation(glm::quat val)
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{
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m_Pitch = val;
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m_Orientation = val;
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UpdateViewMatrix();
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}
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void Camera::Yaw(float val)
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{
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m_Yaw = val;
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UpdateViewMatrix();
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}
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//void Camera::Pitch(float val)
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//{
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// m_Pitch = val;
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// UpdateViewMatrix();
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//}
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//
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//void Camera::Yaw(float val)
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//{
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// m_Yaw = val;
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// UpdateViewMatrix();
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//}
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void Camera::UpdateProjectionMatrix()
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{
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@@ -70,5 +76,5 @@ void Camera::UpdateProjectionMatrix()
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void Camera::UpdateViewMatrix()
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{
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m_ViewMatrix = glm::translate(Orientation(), -m_Position);
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m_ViewMatrix = glm::translate(glm::toMat4(m_Orientation), -m_Position);
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}
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@@ -6,6 +6,8 @@
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#include <glm/gtc/constants.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/rotate_vector.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtx/quaternion.hpp>
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class Camera
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{
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@@ -14,7 +16,7 @@ public:
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glm::vec3 Forward();
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glm::vec3 Right();
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glm::mat4 Orientation();
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glm::quat Orientation();
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float AspectRatio() const { return m_AspectRatio; }
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void AspectRatio(float val);
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@@ -22,16 +24,28 @@ public:
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glm::vec3 Position() const { return m_Position; }
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void Position(glm::vec3 val);
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float Pitch() const { return m_Pitch; }
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glm::quat Orientation() const { return m_Orientation; }
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void Orientation(glm::quat val);
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/*float Pitch() const { return m_Pitch; }
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void Pitch(float val);
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float Yaw() const { return m_Yaw; }
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void Yaw(float val);
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void Yaw(float val);*/
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glm::mat4 ProjectionMatrix() const { return m_ProjectionMatrix; }
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void ProjectionMatrix(glm::mat4 val) { m_ProjectionMatrix = val; }
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glm::mat4 ViewMatrix() const { return m_ViewMatrix; }
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void ViewMatrix(glm::mat4 val) { m_ViewMatrix = val; }
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float FOV() const { return m_FOV; }
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void FOV(float val) { m_FOV = val; }
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float NearClip() const { return m_NearClip; }
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void NearClip(float val) { m_NearClip = val; }
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float FarClip() const { return m_FarClip; }
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void FarClip(float val) { m_FarClip = val; }
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private:
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void UpdateProjectionMatrix();
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@@ -41,10 +55,12 @@ private:
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float m_AspectRatio;
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float m_NearClip;
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float m_FarClip;
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glm::vec3 m_Position;
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float m_Pitch;
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float m_Yaw;
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glm::quat m_Orientation;
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//float m_Pitch;
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//float m_Yaw;
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glm::mat4 m_ProjectionMatrix;
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glm::mat4 m_ViewMatrix;
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@@ -8,9 +8,9 @@ namespace Components
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struct Camera : Component
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{
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int FOV;
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int NearClip;
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int FarClip;
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float FOV;
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float NearClip;
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float FarClip;
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};
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}
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@@ -56,15 +56,31 @@ void GameWorld::Initialize()
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AddSystem("InputSystem");
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//AddSystem("CollisionSystem");
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//AddSystem("ParticleSystem");
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//AddSystem("PlayerSystem");
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AddSystem("PlayerSystem");
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//AddSystem("SoundSystem");
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AddSystem("RenderSystem");
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EntityID ent = CreateEntity();
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auto transform = AddComponent<Components::Transform>(ent, "Transform");
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std::shared_ptr<Components::Transform> transform;
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std::shared_ptr<Components::Model> model;
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std::shared_ptr<Components::Camera> camera;
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EntityID ent;
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(0.f, 0.f, 0.f);
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auto model = AddComponent<Components::Model>(ent, "Model");
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model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "ship.obj";
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ent = CreateEntity();
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SetProperty(ent, "Name", std::string("Camera"));
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transform = AddComponent<Components::Transform>(ent, "Transform");
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AddComponent<Components::Input>(ent, "Input");
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transform->Position = glm::vec3(0.f, 2.f, 10.f);
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camera = AddComponent<Components::Camera>(ent, "Camera");
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camera->FOV = 45.f;
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camera->FarClip = 1000.f;
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camera->NearClip = 0.01f;
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transform->Orientation = glm::angleAxis<float>(glm::radians(25.0f),glm::vec3(1,0,0));
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}
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void GameWorld::RegisterSystems()
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@@ -73,7 +89,7 @@ void GameWorld::RegisterSystems()
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m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_Renderer); });
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//m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
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//m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
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//m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
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m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
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//m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this); });
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m_SystemFactory.Register("RenderSystem", [this]() { return new Systems::RenderSystem(this, m_Renderer); });
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}
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@@ -42,6 +42,7 @@ void Renderer::Initialize()
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glEnable(GL_DEPTH_TEST);
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// Create Camera
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m_Camera = std::make_shared<Camera>(45.f, (float)WIDTH / HEIGHT, 0.01f, 1000.f);
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m_Camera->Position(glm::vec3(0.0f, 0.0f, 2.f));
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@@ -64,9 +65,15 @@ void Renderer::Draw(double _dt)
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glBindTexture(GL_TEXTURE_2D, ModelsToRender[i]->model->texture[0]->texture);
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MVP = cameraMatrix * ModelsToRender[i]->ModelMatrix;
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "model"), 1, GL_FALSE, glm::value_ptr(ModelsToRender[i]->ModelMatrix));
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glUniformMatrix4fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "view"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
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glUniform3fv(glGetUniformLocation(m_ShaderProgram.GetHandle(), "lightPosition"), 1, glm::value_ptr(glm::vec3(2.0f, 4.0f, 1.0f)));
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glUniform1f(glGetUniformLocation(m_ShaderProgram.GetHandle(), "constantAttenuation"), 1.5f);
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glUniform1f(glGetUniformLocation(m_ShaderProgram.GetHandle(), "linearAttenuation"), 0.0f);
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glUniform1f(glGetUniformLocation(m_ShaderProgram.GetHandle(), "quadraticAttenuation"), 0.0f);
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glBindVertexArray(ModelsToRender[i]->model->VAO);
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glDrawArrays(GL_TRIANGLES, 0, ModelsToRender[i]->model->Vertices.size());
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GLERROR("DRAW");
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}
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ModelsToRender.clear();
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@@ -1,7 +1,14 @@
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#version 430
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uniform mat4 MVP;
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uniform sampler2D texture0;
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uniform mat4 model;
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uniform mat4 view;
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layout(binding=0) uniform sampler2D texture;
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uniform vec3 lightPosition;
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uniform float constantAttenuation;
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uniform float linearAttenuation;
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uniform float quadraticAttenuation;
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in VertexData {
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vec3 Position;
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@@ -9,10 +16,62 @@ in VertexData {
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vec2 TextureCoord;
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} Input;
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out vec4 FragmentColor;
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out vec4 fragmentColor;
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void main()
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{
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vec4 texel = texture2D(texture0, Input.TextureCoord);
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FragmentColor = texel;
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void main() {
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// Texture
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vec4 texel = texture2D(texture, Input.TextureCoord);
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//vec4 texel1 = texture2D(texture1, Input.TextureCoord * 32.0);
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//vec4 texel2 = texture2D(texture2, Input.TextureCoord * 100.0);
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//vec4 blend = texture2D(blendmap, Input.TextureCoord);
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//vec4 texel = (blend.x * texel0) + (blend.y * texel1) + (blend.z * texel2);
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//
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// Phong shading
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//
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// Light
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//vec3 lightPosition = vec3(0, 0, 2);
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vec3 Ls = vec3(1.0, 1.0, 0.9); // Specular light
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vec3 Ld = vec3(1.0, 1.0, 0.9); // Diffuse light
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vec3 La = vec3(0.6, 0.6, 0.6); // Ambient light
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// Object
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vec3 Ks = vec3(0.3, 0.3, 0.3); // Specular reflectance
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vec3 Kd = vec3(1.0, 1.0, 1.0); // Diffuse reflectance
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vec3 Ka = vec3(1.0, 1.0, 1.0); // Ambient reflectance
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vec3 lightPosView = vec3(view * vec4(lightPosition, 1.0));
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vec3 surfacePosition = vec3(model * vec4(Input.Position, 1.0));
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vec3 surfacePosView = vec3(view * vec4(surfacePosition, 1.0));
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vec3 surfaceToLight = normalize(lightPosView - surfacePosView);
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mat3 normalMatrix = transpose(inverse(mat3(view * model)));
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vec3 surfaceNormal = normalize(normalMatrix * Input.Normal);
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// Specular light
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vec3 reflection = reflect(-surfaceToLight, surfaceNormal);
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float dotSpecular = dot(reflection, normalize(-surfacePosView));
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dotSpecular = max(dotSpecular, 0.0);
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float specularFactor = pow(dotSpecular, 30.0); // Specular factor
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vec3 Is = Ls * Ks * specularFactor;
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// Diffuse light
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float dotProd = dot(surfaceToLight, surfaceNormal);
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dotProd = max(dotProd, 0.0);
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vec3 Id = Ld * Kd * abs(dotProd);
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// Ambient light
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vec3 Ia = La * Ka;
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float dist = length(lightPosition - surfacePosition);
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float attenuation = 1.0 / (constantAttenuation
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+ linearAttenuation * dist
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+ quadraticAttenuation * pow(dist, 2.0));
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fragmentColor = vec4((Is + Id) * attenuation + Ia, 1.0) * texel;
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//fragmentColor = vec4(Id, 1.0) * texel;
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//fragmentColor = texel;
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}
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@@ -21,8 +21,9 @@ void Systems::InputSystem::Update(double dt)
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glfwGetCursorPos(m_Renderer->GetWindow(), &xpos, &ypos);
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m_CurrentMouseDeltaX = xpos - m_LastMouseX;
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m_CurrentMouseDeltaY = ypos - m_LastMouseY;
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m_LastMouseX = xpos;
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m_LastMouseY = ypos;
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m_LastMouseX = m_Renderer->WIDTH / 2.f; // xpos;
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m_LastMouseY = m_Renderer->HEIGHT / 2.f; // ypos;
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glfwSetCursorPos(m_Renderer->GetWindow(), m_LastMouseX, m_LastMouseY);
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}
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void Systems::InputSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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@@ -0,0 +1,52 @@
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#include "PlayerSystem.h"
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#include "World.h"
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void Systems::PlayerSystem::Update(double dt)
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{
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}
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void Systems::PlayerSystem::UpdateEntity(double dt, EntityID entity, EntityID parent)
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{
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auto transform = m_World->GetComponent<Components::Transform>(entity, "Transform");
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if (transform == nullptr)
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return;
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auto input = m_World->GetComponent<Components::Input>(entity, "Input");
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if (input == nullptr)
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return;
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auto name = m_World->GetProperty<std::string>(entity, "Name");
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if (name == "Camera") {
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glm::vec3 Camera_Right = glm::rotate(transform->Orientation, glm::vec3(1, 0, 0));
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glm::vec3 Camera_Forward = glm::rotate(transform->Orientation, glm::vec3(0, 0, 1));
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float speed = 4.0f;
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if(input->KeyState[GLFW_KEY_LEFT_SHIFT] == GLFW_PRESS)
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{
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speed = 1.0f;
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}
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if(input->KeyState[GLFW_KEY_A] == GLFW_PRESS)
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{
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transform->Position -= Camera_Right * (float)dt*2.f * speed;
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}
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if(input->KeyState[GLFW_KEY_D] == GLFW_PRESS)
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{
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transform->Position += Camera_Right * (float)dt*2.f * speed;
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}
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if(input->KeyState[GLFW_KEY_W] == GLFW_PRESS)
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||||
{
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||||
transform->Position -= Camera_Forward * (float)dt*2.f * speed;
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||||
}
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if(input->KeyState[GLFW_KEY_S] == GLFW_PRESS)
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{
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transform->Position += Camera_Forward * (float)dt*2.f * speed;
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}
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transform->Orientation = transform->Orientation * glm::angleAxis<float>(-(input->dX/300.f),glm::vec3(0,1,0));
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transform->Orientation = transform->Orientation * glm::angleAxis<float>(-(input->dY/300.f),glm::vec3(1,0,0));
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}
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}
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||||
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@@ -0,0 +1,30 @@
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#ifndef PlayerSystem_h__
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#define PlayerSystem_h__
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#include <array>
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||||
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||||
#include "System.h"
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||||
#include "Renderer.h"
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||||
#include "Components/Transform.h"
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||||
#include "Components/Input.h"
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#include "logging.h"
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||||
namespace Systems
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||||
{
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||||
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||||
class PlayerSystem : public System
|
||||
{
|
||||
public:
|
||||
PlayerSystem(World* world)
|
||||
: System(world) { }
|
||||
|
||||
void Update(double dt) override;
|
||||
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
|
||||
|
||||
private:
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
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||||
#endif // InputSystem_h__
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||||
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@@ -12,18 +12,31 @@ void Systems::RenderSystem::OnComponentCreated( std::string type, std:: shared_p
|
||||
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||||
void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
|
||||
{
|
||||
auto modelComponent = m_World->GetComponent<Components::Model>(entity, "Model");
|
||||
if (modelComponent == nullptr)
|
||||
return;
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
if (transformComponent == nullptr)
|
||||
return;
|
||||
auto modelComponent = m_World->GetComponent<Components::Model>(entity, "Model");
|
||||
if (modelComponent != nullptr)
|
||||
{
|
||||
if (m_CachedModels.find(modelComponent->ModelFile) == m_CachedModels.end()){
|
||||
m_CachedModels[modelComponent->ModelFile] = new Model(modelComponent->ModelFile);
|
||||
}
|
||||
|
||||
if (m_CachedModels.find(modelComponent->ModelFile) == m_CachedModels.end()) {
|
||||
m_CachedModels[modelComponent->ModelFile] = new Model(modelComponent->ModelFile);
|
||||
Model* model = m_CachedModels[modelComponent->ModelFile];
|
||||
m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation);
|
||||
}
|
||||
Model* model = m_CachedModels[modelComponent->ModelFile];
|
||||
m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation);
|
||||
auto cameraComponent = m_World->GetComponent<Components::Camera>(entity, "Camera");
|
||||
if (cameraComponent != nullptr)
|
||||
{
|
||||
m_Renderer->GetCamera()->Position(transformComponent->Position);
|
||||
m_Renderer->GetCamera()->Orientation(transformComponent->Orientation);
|
||||
|
||||
m_Renderer->GetCamera()->FOV(cameraComponent->FOV);
|
||||
m_Renderer->GetCamera()->NearClip(cameraComponent->NearClip);
|
||||
m_Renderer->GetCamera()->FarClip(cameraComponent->FarClip);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,37 @@
|
||||
#include "RenderSystem.h"
|
||||
#include "World.h"
|
||||
|
||||
void Systems::RenderSystem::OnComponentCreated( std::string type, std:: shared_ptr<Component> component )
|
||||
{
|
||||
if(type == "Model")
|
||||
{
|
||||
auto modelComponent = std::static_pointer_cast<Components::Model>(component);
|
||||
|
||||
<<<<<<< HEAD
|
||||
if (m_CachedModels.find(modelComponent->ModelFile) != m_CachedModels.end()) {
|
||||
m_CachedModels[modelComponent->ModelFile] = new Model(modelComponent->ModelFile);
|
||||
}
|
||||
=======
|
||||
>>>>>>> ce6b570520794087eb98447a571578585a705ded
|
||||
}
|
||||
}
|
||||
|
||||
void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
|
||||
{
|
||||
auto modelComponent = m_World->GetComponent<Components::Model>(entity, "Model");
|
||||
if (modelComponent == nullptr)
|
||||
return;
|
||||
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
|
||||
if (transformComponent == nullptr)
|
||||
return;
|
||||
|
||||
if (m_CachedModels.find(modelComponent->ModelFile) == m_CachedModels.end()) {
|
||||
m_CachedModels[modelComponent->ModelFile] = new Model(modelComponent->ModelFile);
|
||||
}
|
||||
Model* model = m_CachedModels[modelComponent->ModelFile];
|
||||
m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -6,6 +6,7 @@
|
||||
#include "Texture.h"
|
||||
#include "Components/Model.h"
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/Camera.h"
|
||||
#include "Renderer.h"
|
||||
#include <unordered_map>
|
||||
|
||||
|
||||
@@ -42,6 +42,11 @@ public:
|
||||
template <class T>
|
||||
T GetProperty(EntityID entity, std::string property)
|
||||
{
|
||||
if(m_EntityProperties.find(entity) == m_EntityProperties.end())
|
||||
return T();
|
||||
if(m_EntityProperties[entity].find(property) == m_EntityProperties[entity].end())
|
||||
return T();
|
||||
|
||||
return boost::any_cast<T>(m_EntityProperties[entity][property]);
|
||||
}
|
||||
|
||||
|
||||
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Reference in New Issue
Block a user