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
This commit is contained in:
Tobias Dahl
2014-03-12 15:34:25 +01:00
7 changed files with 25 additions and 467 deletions
@@ -1,62 +0,0 @@
#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);
}
}
void Systems::RenderSystem::UpdateEntity( double dt, EntityID entity, EntityID parent )
{
auto transformComponent = m_World->GetComponent<Components::Transform>(entity, "Transform");
if (transformComponent == nullptr)
return;
// Draw models
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] = std::make_shared<Model>(OBJ(modelComponent->ModelFile));
}
auto model = m_CachedModels[modelComponent->ModelFile];
m_Renderer->AddModelToDraw(model, transformComponent->Position, transformComponent->Orientation);
}
<<<<<<< HEAD
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity, "PointLight");
if (pointLightComponent != nullptr)
{
m_Renderer->AddPointLightToDraw(
transformComponent->Position,
pointLightComponent->Specular,
pointLightComponent->Diffuse,
pointLightComponent->constantAttenuation,
pointLightComponent->linearAttenuation,
pointLightComponent->quadraticAttenuation,
pointLightComponent->spotExponent);
}
=======
// Update camera
>>>>>>> origin/master
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);
}
}
+1 -1
View File
@@ -1,5 +1,5 @@
#ifndef RenderSystem_h__
#define RenderSystem_h__
#define RenderSystem_h__
#include <unordered_map>