I'll create a GUI interface using Visual Basic, see if I can track an IP address
This commit is contained in:
@@ -0,0 +1,144 @@
|
||||
#ifndef GUI_WorldFrame_h__
|
||||
#define GUI_WorldFrame_h__
|
||||
|
||||
#include "GUI/Frame.h"
|
||||
#include "GUI/Viewport.h"
|
||||
#include "RenderQueue.h"
|
||||
#include "World.h"
|
||||
#include "Systems/TransformSystem.h"
|
||||
#include "Events/SetViewportCamera.h"
|
||||
#include "Components/Transform.h"
|
||||
#include "Components/Model.h"
|
||||
#include "Components/Sprite.h"
|
||||
#include "Components/PointLight.h"
|
||||
|
||||
namespace GUI
|
||||
{
|
||||
|
||||
class WorldFrame : public Frame
|
||||
{
|
||||
public:
|
||||
WorldFrame(std::shared_ptr<Frame> parent, std::string name, std::shared_ptr<World> world)
|
||||
: Frame(parent, name)
|
||||
, m_World(world)
|
||||
{ }
|
||||
|
||||
void Initialize() override
|
||||
{
|
||||
EVENT_SUBSCRIBE_MEMBER(m_ESetViewportCamera, &WorldFrame::OnSetViewportCamera);
|
||||
|
||||
m_World->Initialize();
|
||||
}
|
||||
|
||||
void Update(double dt) override
|
||||
{
|
||||
m_World->Update(dt);
|
||||
m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
|
||||
}
|
||||
|
||||
void Draw(std::shared_ptr<Renderer> renderer) override
|
||||
{
|
||||
renderer->Flush();
|
||||
|
||||
RenderQueue<ModelJob> modelQueue;
|
||||
RenderQueue<SpriteJob> spriteQueue;
|
||||
for (auto &pair : *m_World->GetEntities())
|
||||
{
|
||||
EntityID entity = pair.first;
|
||||
|
||||
auto transform = m_World->GetComponent<Components::Transform>(entity);
|
||||
if (!transform)
|
||||
continue;
|
||||
|
||||
auto modelComponent = m_World->GetComponent<Components::Model>(entity);
|
||||
if (modelComponent)
|
||||
{
|
||||
auto modelAsset = ResourceManager->Load<Model>("Model", modelComponent->ModelFile);
|
||||
if (modelAsset)
|
||||
{
|
||||
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
|
||||
glm::mat4 modelMatrix = glm::translate(glm::mat4(), absoluteTransform.Position)
|
||||
* glm::toMat4(absoluteTransform.Orientation)
|
||||
* glm::scale(absoluteTransform.Scale);
|
||||
EnqueueModel(modelQueue, modelAsset, modelMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
|
||||
if (spriteComponent)
|
||||
{
|
||||
auto textureAsset = ResourceManager->Load<Texture>("Texture", spriteComponent->SpriteFile);
|
||||
if (textureAsset)
|
||||
{
|
||||
Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
|
||||
glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform->Orientation).z, glm::vec3(0, 0, -1));
|
||||
glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position);
|
||||
* glm::toMat4(orientation2D)
|
||||
* glm::scale(absoluteTransform.Scale);
|
||||
EnqueueSprite(spriteQueue, textureAsset, modelMatrix);
|
||||
}
|
||||
}
|
||||
|
||||
auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
|
||||
if (pointLightComponent)
|
||||
{
|
||||
// TODO: Push lights to renderer
|
||||
// renderer->PushLight(...);
|
||||
}
|
||||
}
|
||||
|
||||
renderer->PushQueue(rq);
|
||||
|
||||
Frame::Draw(renderer);
|
||||
}
|
||||
|
||||
protected:
|
||||
std::shared_ptr<World> m_World;
|
||||
|
||||
private:
|
||||
EventRelay<Frame, Events::SetViewportCamera> m_ESetViewportCamera;
|
||||
bool OnSetViewportCamera(const Events::SetViewportCamera &event)
|
||||
{
|
||||
auto itpair = m_Children.equal_range(event.ViewportFrame);
|
||||
for (auto it = itpair.first; it != itpair.second; ++it)
|
||||
{
|
||||
auto viewportFrame = std::dynamic_pointer_cast<GUI::Viewport>(it->second);
|
||||
if (!viewportFrame)
|
||||
continue;
|
||||
|
||||
viewportFrame->SetCamera(event.CameraEntity);
|
||||
}
|
||||
}
|
||||
|
||||
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
|
||||
|
||||
void EnqueueModel(RenderQueue<ModelJob> &renderQueue, Model* model, glm::mat4 modelMatrix)
|
||||
{
|
||||
for (auto texGroup : model->TextureGroups)
|
||||
{
|
||||
ModelJob job;
|
||||
job.TextureID = texGroup.Texture->ResourceID;
|
||||
job.DiffuseTexture = *texGroup.Texture;
|
||||
job.NormalTexture = *texGroup.NormalMap;
|
||||
job.SpecularTexture = *texGroup.SpecularMap;
|
||||
job.VAO = model->VAO;
|
||||
job.StartIndex = texGroup.StartIndex;
|
||||
job.EndIndex = texGroup.EndIndex;
|
||||
job.ModelMatrix = modelMatrix;
|
||||
|
||||
renderQueue.Add(job);
|
||||
}
|
||||
}
|
||||
|
||||
void EnqueueSprite(RenderQueue<SpriteJob> &renderQueue, Texture* texture, glm::mat4 modelMatrix)
|
||||
{
|
||||
SpriteJob job;
|
||||
job.TextureID = texture->ResourceID;
|
||||
job.Texture = *texture;
|
||||
job.ModelMatrix = modelMatrix;
|
||||
}
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif // GUI_WorldFrame_h__
|
||||
Reference in New Issue
Block a user