Renderer refactoring. WIP InputSystem.
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@@ -10,7 +10,7 @@ namespace Components
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struct Input : Component
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{
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int KeyState[GLFW_KEY_LAST];
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float MouseState[2];
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int MouseState[GLFW_MOUSE_BUTTON_LAST];
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float dX, dY;
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};
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@@ -132,7 +132,7 @@
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<ClInclude Include="logging.h" />
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<ClInclude Include="glerror.h" />
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<ClInclude Include="Model.h" />
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<ClInclude Include="Renderer\Renderer.h" />
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<ClInclude Include="Renderer.h" />
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<ClInclude Include="ShaderProgram.h" />
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<ClInclude Include="Systems\InputSystem.h" />
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<ClInclude Include="System.h" />
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@@ -30,7 +30,6 @@
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<ItemGroup>
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<ClInclude Include="Component.h" />
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<ClInclude Include="Entity.h" />
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<ClInclude Include="Renderer\Renderer.h" />
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<ClInclude Include="System.h" />
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<ClInclude Include="World.h" />
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<ClInclude Include="Systems\CollisionSystem.h">
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@@ -107,6 +106,7 @@
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<ClInclude Include="logging.h">
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<Filter>Util</Filter>
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</ClInclude>
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<ClInclude Include="Renderer.h" />
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</ItemGroup>
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<ItemGroup>
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<None Include="Shaders\Fragment.glsl">
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@@ -1,3 +1,6 @@
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#ifndef Renderer_h__
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#define Renderer_h__
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#include <string>
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#include <fstream>
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#include <iostream>
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@@ -16,19 +19,32 @@
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#include <glm/gtc/type_ptr.hpp>
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#include "glerror.h"
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#include "ShaderProgram.h"
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class Renderer
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{
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public:
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GLuint shaderProgram;
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std::shared_ptr<ShaderProgram> m_ShaderProgram;
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GLuint VAO;
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std::vector<std::vector<float>> Vertices;
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std::vector<std::vector<float>> Normals;
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std::vector<std::vector<float>> TextureCoords;
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Renderer();
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void Draw();
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void DrawText();
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GLuint CompileShader(GLenum, std::string);
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void AddObjectToDraw();
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void AddTextToDraw();
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};
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void LoadContent();
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GLFWwindow* GetWindow() const { return m_Window; }
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private:
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GLFWwindow* m_Window;
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};
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#endif // Renderer_h__
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@@ -1,42 +0,0 @@
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#include <string>
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#include <fstream>
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#include <iostream>
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#include <sstream>
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#include <vector>
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#define _CRT_SECURE_NO_WARNINGS
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#include <GL/glew.h>
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#define GLFW_INCLUDE_GLU
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#include <GLFW/glfw3.h>
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#include <glext.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/gtc/type_ptr.hpp>
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#include "glerror.h"
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#include "ShaderProgram.h"
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class Renderer
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{
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public:
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std::shared_ptr<ShaderProgram> m_ShaderProgram;
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GLuint VAO;
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std::vector<std::vector<float>> Vertices;
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std::vector<std::vector<float>> Normals;
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std::vector<std::vector<float>> TextureCoords;
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Renderer();
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void Draw();
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void DrawText();
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void AddObjectToDraw();
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void AddTextToDraw();
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void LoadContent();
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GLuint CompileShader(GLenum, std::string);
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};
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@@ -7,6 +7,12 @@ void Systems::InputSystem::Update(double dt, EntityID entity, EntityID parent)
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if (input == nullptr)
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return;
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for (int i = 0; i <= GLFW_KEY_LAST; ++i) {
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input->KeyState[i] = glfwGetKey(m_Renderer->GetWindow(), i);
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}
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for (int i = 0; i <= GLFW_MOUSE_BUTTON_LAST; ++i) {
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input->MouseState[i] = glfwGetMouseButton(m_Renderer->GetWindow(), i);
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}
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}
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@@ -1,10 +1,8 @@
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#ifndef InputSystem_h__
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#define InputSystem_h__
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#include <GLFW/glfw3.h>
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#include "System.h"
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#include "Renderer.h"
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#include "Components/Input.h"
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namespace Systems
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@@ -13,13 +11,14 @@ namespace Systems
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class InputSystem : public System
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{
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public:
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InputSystem(World* world)
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: System(world)
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{
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}
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InputSystem(World* world, Renderer* renderer)
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: System(world), m_Renderer(renderer) { }
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void Update(double dt, EntityID entity, EntityID parent) override;
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private:
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Renderer* m_Renderer;
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float m_LastMouseX, m_LastMouseY;
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};
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}
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@@ -6,6 +6,8 @@
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#include <vector>
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#include <string>
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#include "Renderer.h"
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#include "Entity.h"
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#include "Component.h"
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#include "Factory.h"
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@@ -64,7 +66,6 @@ public:
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// Recursively update through the scene graph
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void Update(double dt);
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void RecursiveUpdate(std::shared_ptr<System> system, double dt, EntityID parentEntity);
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private:
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