Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
Conflicts: Escape-the-Dawn/Escape-the-Dawn.vcxproj.filters
This commit is contained in:
@@ -0,0 +1,74 @@
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#include "Camera.h"
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Camera::Camera(float yFOV, float aspectRatio, float nearClip, float farClip)
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{
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m_FOV = yFOV;
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m_AspectRatio = aspectRatio;
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m_NearClip = nearClip;
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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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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::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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void Camera::AspectRatio(float val)
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{
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m_AspectRatio = val;
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UpdateProjectionMatrix();
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}
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void Camera::Position(glm::vec3 val)
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{
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m_Position = 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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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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m_ProjectionMatrix = glm::perspective(
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m_FOV,
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m_AspectRatio,
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m_NearClip,
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m_FarClip
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);
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}
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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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}
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@@ -0,0 +1,53 @@
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#ifndef Camera_h__
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#define Camera_h__
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#define GLM_FORCE_RADIANS
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#include <glm/glm.hpp>
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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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class Camera
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{
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public:
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Camera(float yFOV, float aspectRatio, float nearClip, float farClip);
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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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float AspectRatio() const { return m_AspectRatio; }
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void AspectRatio(float val);
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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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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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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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private:
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void UpdateProjectionMatrix();
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void UpdateViewMatrix();
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float m_FOV;
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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::mat4 m_ProjectionMatrix;
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glm::mat4 m_ViewMatrix;
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};
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#endif // Camera_h__
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@@ -11,7 +11,7 @@ namespace Components
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struct Model : Component
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{
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std::string ModelFile;
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const char* ModelFile;
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Color Color;
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};
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@@ -97,6 +97,7 @@
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</Lib>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ClCompile Include="Camera.cpp" />
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<ClCompile Include="Engine.h" />
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<ClCompile Include="Frame.cpp" />
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<ClCompile Include="GameFrame.cpp" />
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@@ -117,6 +118,7 @@
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<ClCompile Include="Systems\SoundsSystem.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Camera.h" />
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<ClInclude Include="Color.h" />
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<ClInclude Include="Component.h" />
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<ClInclude Include="Components\Camera.h" />
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@@ -26,8 +26,24 @@
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<ClCompile Include="Model.cpp" />
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<ClCompile Include="Engine.h" />
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<ClCompile Include="Texture.cpp" />
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<ClCompile Include="GUIManager.cpp">
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<Filter>GUI</Filter>
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</ClCompile>
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<ClCompile Include="Renderer.cpp" />
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<ClCompile Include="ShaderProgram.cpp" />
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<ClCompile Include="Frame.cpp">
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<Filter>GUI</Filter>
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</ClCompile>
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<ClCompile Include="TextFrame.cpp">
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<Filter>GUI</Filter>
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</ClCompile>
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<ClCompile Include="MenuFrame.cpp">
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<Filter>GUI</Filter>
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</ClCompile>
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<ClCompile Include="GameFrame.cpp">
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<Filter>GUI</Filter>
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</ClCompile>
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<ClCompile Include="Camera.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Component.h" />
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@@ -109,7 +125,23 @@
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</ClInclude>
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<ClInclude Include="Renderer.h" />
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<ClInclude Include="Texture.h" />
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<ClInclude Include="GUIManager.h">
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<Filter>GUI</Filter>
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</ClInclude>
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<ClInclude Include="Frame.h">
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<Filter>GUI</Filter>
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</ClInclude>
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<ClInclude Include="TextFrame.h">
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<Filter>GUI</Filter>
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</ClInclude>
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<ClInclude Include="MenuFrame.h">
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<Filter>GUI</Filter>
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</ClInclude>
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<ClInclude Include="GameFrame.h">
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<Filter>GUI</Filter>
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</ClInclude>
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<ClInclude Include="GameWorld.h" />
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<ClInclude Include="Camera.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="Shaders\Fragment.glsl">
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@@ -142,6 +142,7 @@ bool Model::Loadobj(const char* path, std::vector <glm::vec3> & out_vertices, st
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}
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void Model::CreateBuffers( std::vector<glm::vec3> _Vertices, std::vector<glm::vec3> _Normals, std::vector<glm::vec2>_TextureCoords)
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{
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@@ -169,16 +170,20 @@ void Model::CreateBuffers( std::vector<glm::vec3> _Vertices, std::vector<glm::ve
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GLERROR("GLEW: BufferFail4");
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glBindBuffer(GL_ARRAY_BUFFER, VertexBuffer);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, 0);
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glVertexAttribPointer(0, 1, GL_FLOAT, GL_FALSE, 0, 0);
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GLERROR("GLEW: BufferFail5");
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glBindBuffer(GL_ARRAY_BUFFER, NormalBuffer);
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glVertexAttribPointer(1, 1, GL_FLOAT, GL_FALSE, 0, 0);
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GLERROR("GLEW: BufferFail5");
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// glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
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// glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, 0);
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glBindBuffer(GL_ARRAY_BUFFER, TextureCoordBuffer);
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glVertexAttribPointer(2, 1, GL_FLOAT, GL_FALSE, 0, 0);
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GLERROR("GLEW: BufferFail5");
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(1);
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/* glEnableVertexAttribArray(2);*/
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glEnableVertexAttribArray(2);
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GLERROR("GLEW: BufferFail5");
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}
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@@ -46,6 +46,8 @@ public:
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std::vector <glm::vec3> &out_normals,
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std::vector <glm::vec2> & out_TextureCoords
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);
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glm::mat4 GetMatrix();
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void CreateBuffers(
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std::vector<glm::vec3> _Vertices,
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@@ -13,7 +13,9 @@ void Renderer::Initialize()
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}
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// Create a window
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m_Window = glfwCreateWindow(1280, 720, "OpenGL", nullptr, nullptr);
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WIDTH = 1280;
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HEIGHT = 720;
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m_Window = glfwCreateWindow(WIDTH, HEIGHT, "OpenGL", nullptr, nullptr);
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if (!m_Window) {
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LOG_ERROR("GLFW: Failed to create window");
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exit(EXIT_FAILURE);
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@@ -39,6 +41,9 @@ void Renderer::Initialize()
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}
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glEnable(GL_DEPTH_TEST);
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// Create Camera
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m_Camera = std::make_shared<Camera>(90.f, WIDTH / HEIGHT, 0.01f, 1000.f);
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LoadContent();
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}
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@@ -47,7 +52,21 @@ void Renderer::Draw(double _dt)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearColor(1.0f, 1.0f, 0.0f, 1.0f);
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//m_ShaderProgram->Bind();
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m_ShaderProgram.Bind();
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glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix() * m_Camera->ViewMatrix();
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glm::mat4 MVP;
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for(int i = 0; i < ModelsToRender.size(); i++)
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{
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glActiveTexture(GL_TEXTURE0);
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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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glBindVertexArray(ModelsToRender[i]->model->VAO);
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glDrawArrays(GL_TRIANGLES, 0, ModelsToRender[i]->model->Vertices.size());
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}
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ModelsToRender.clear();
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glfwSwapBuffers(m_Window);
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}
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@@ -62,9 +81,12 @@ void Renderer::AddTextToDraw()
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//Add to draw shit vector
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}
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void Renderer::AddModelToDraw(Model* _model)
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void Renderer::AddModelToDraw(Model* _model, glm::vec3 _position, glm::quat _orientation)
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{
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ModelsToRender.push_back(_model);
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glm::mat4 RotationMatrix = glm::toMat4(_orientation);
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glm::mat4 ModelMatrix = glm::translate(glm::mat4(), _position) * RotationMatrix ;
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// You can now use ModelMatrix to build the MVP matrix
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ModelsToRender.push_back(new ModelData(_model, ModelMatrix));
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}
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//Fixa med shaders, lägga in alla verts osv.
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@@ -75,4 +97,6 @@ void Renderer::LoadContent()
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m_ShaderProgram.AddShader(std::unique_ptr<Shader>(new FragmentShader("Shaders/Fragment.glsl")));
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m_ShaderProgram.Compile();
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m_ShaderProgram.Link();
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projectionMatrix = glm::perspective(45.0f, (float)WIDTH / HEIGHT, 0.01f, 100.0f);
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}
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@@ -17,8 +17,11 @@
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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/gtc/type_ptr.hpp>
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#include <glm/gtc/quaternion.hpp>
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#include <glm/gtx/quaternion.hpp>
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#include "glerror.h"
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#include "Camera.h"
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#include "ShaderProgram.h"
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#include "Model.h"
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@@ -26,8 +29,20 @@ class Renderer
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{
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public:
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ShaderProgram m_ShaderProgram;
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glm::mat4 viewMatrix;
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glm::mat4 projectionMatrix;
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std::vector<Model*> ModelsToRender;
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int HEIGHT, WIDTH;
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struct ModelData
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{
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Model* model;
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glm::mat4 ModelMatrix;
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ModelData(Model* _model, glm::mat4 _modelMatrix) : model(_model), ModelMatrix(_modelMatrix)
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{}
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};
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std::vector<ModelData*> ModelsToRender;
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Renderer();
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@@ -35,17 +50,20 @@ public:
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void Draw(double dt);
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void DrawText();
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void AddModelToDraw(Model*);
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void AddModelToDraw(Model*, glm::vec3, glm::quat);
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void AddTextToDraw();
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void LoadContent();
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GLFWwindow* GetWindow() const { return m_Window; }
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std::shared_ptr<Camera> GetCamera() const { return m_Camera; }
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private:
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GLFWwindow* m_Window;
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GLint m_glVersion[2];
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GLchar* m_glVendor;
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std::shared_ptr<Camera> m_Camera;
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};
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#endif // Renderer_h__
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@@ -128,6 +128,11 @@ GLuint ShaderProgram::Link()
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return m_ShaderProgramHandle;
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}
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GLuint ShaderProgram::GetHandle()
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{
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return m_ShaderProgramHandle;
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}
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void ShaderProgram::Bind()
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{
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if (m_ShaderProgramHandle == 0)
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@@ -76,6 +76,8 @@ public:
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void Compile();
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GLuint Link();
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GLuint GetHandle();
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void Bind();
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void Unbind();
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@@ -1,4 +1,4 @@
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#version 440
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#version 430
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uniform mat4 MVP;
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uniform sampler2D texture0;
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@@ -1,4 +1,4 @@
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#version 440
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#version 430
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uniform mat4 MVP;
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@@ -0,0 +1,37 @@
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#include "RenderSystem.h"
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#include "World.h"
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void Systems::RenderSystem::OnComponentCreated( std::string type, std:: shared_ptr<Component> component )
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{
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if(type == "Model")
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{
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auto modelComponent = std::static_pointer_cast<Components::Model>(component);
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if (m_CachedModels.find(modelComponent->ModelFile) != m_CachedModels.end()) {
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m_CachedModels[modelComponent->ModelFile] = new Model(modelComponent->ModelFile);
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}
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}
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}
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void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
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{
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auto modelComponent = m_World->GetComponent<Components::Model>(entity, "Model");
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if (modelComponent == nullptr)
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return;
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auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
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if (transformComponent == nullptr)
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return;
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Model* model = m_CachedModels[modelComponent->ModelFile];
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m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation);
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}
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@@ -0,0 +1,41 @@
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#ifndef RenderSystem_h__
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#define RenderSystem_h__
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#include "System.h"
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#include "Model.h"
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#include "Texture.h"
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#include "Components/Model.h"
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#include "Components/Transform.h"
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#include "Renderer.h"
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#include <unordered_map>
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namespace Systems
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{
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class RenderSystem : public System
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{
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public:
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RenderSystem(World* world, std::shared_ptr<Renderer> renderer)
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: System(world), m_Renderer(renderer) {}
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std::unordered_map<std::string, Model*> m_CachedModels;
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void AddModelToDraw();
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void OnComponentCreated(std::string type, std:: shared_ptr<Component> component) override;
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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void Update(double dt) override;
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private:
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std::shared_ptr<Renderer> m_Renderer;
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};
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}
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#endif //RenderSystem_h__
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Reference in New Issue
Block a user