Merge branch 'master' of github.com:sippeangelo/Escape-the-Dawn
Conflicts: Escape-the-Dawn/Escape-the-Dawn.vcxproj.filters Escape-the-Dawn/GameWorld.cpp Escape-the-Dawn/Renderer.cpp Escape-the-Dawn/Systems/RenderSystem.cpp
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@@ -1,5 +1,6 @@
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#include "GameWorld.h"
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void GameWorld::Initialize()
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{
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World::Initialize();
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@@ -18,24 +19,14 @@ void GameWorld::Initialize()
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std::shared_ptr<Components::Camera> camera;
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EntityID ent;
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// Camera
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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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// Fucking lights
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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, 4.f, 0.f);
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transform->Position = glm::vec3(10.f, 2.f, 5.f);
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pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
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pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(1.0, 1.0, 5.0);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 1.f;
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@@ -45,8 +36,11 @@ void GameWorld::Initialize()
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model->ModelFile = "sphere.obj";
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ent = CreateEntity();
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transform = AddComponent<Components::Transform>(ent, "Transform");
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transform->Position = glm::vec3(10.f, 4.f, 0.f);
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transform->Position = glm::vec3(0.f, 2.f, 5.f);
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pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
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pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Specular = glm::vec3(3.0, 3.0, 3.0);
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pointLight->Diffuse = glm::vec3(3.0, 0.0, 0.0);
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pointLight->constantAttenuation = 0.f;
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@@ -57,9 +51,11 @@ void GameWorld::Initialize()
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model->ModelFile = "sphere.obj";
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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, -4.f, 0.f);
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transform->Position = glm::vec3(-10.f, 2.f, 5.f);
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pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
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pointLight->Specular = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(1.0, 1.0, 1.0);
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pointLight->Diffuse = glm::vec3(0.0, 3.0, 0.0);
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pointLight->constantAttenuation = 0.f;
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pointLight->linearAttenuation = 1.f;
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@@ -87,14 +83,6 @@ void GameWorld::Initialize()
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transform->Position = glm::vec3(10.f, 0.f, 0.f);
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model = AddComponent<Components::Model>(ent, "Model");
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model->ModelFile = "ship.obj";
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auto soundEmitter = AddComponent<Components::SoundEmitter>(ent, "SoundEmitter");
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soundEmitter->Gain = 0.1f;
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soundEmitter->MaxDistance = FLT_MAX;
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soundEmitter->ReferenceDistance = 10;
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soundEmitter->Loop = true;
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soundEmitter->Pitch = 0;
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//GetSystem<Systems::SoundSystem>("SoundSystem")->PlaySound(soundEmitter, "Sounds/hallelujah.wav");
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}
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void GameWorld::Update(double dt)
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@@ -129,5 +117,4 @@ void GameWorld::RegisterSystems()
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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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}
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