First iteration of GUI code. GUI is rendered on top of everything, world still separate.
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+14
-9
@@ -52,6 +52,8 @@
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#include "Physics/CBoxShape.h"
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#include "Physics/ESetImpulse.h"
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#include "GUI/Frame.h"
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#include "GUI/TextureFrame.h"
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namespace dd
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{
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@@ -68,6 +70,16 @@ public:
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m_Renderer->SetResolution(Rectangle(0, 0, 675, 1080));
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m_Renderer->Initialize();
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m_FrameStack = new GUI::Frame(m_EventBroker.get());
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m_FrameStack->Width = 1920;
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m_FrameStack->Height = 1080;
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{
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auto button = new GUI::TextureFrame(m_FrameStack, "SuperButt");
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button->SetTexture("Textures/Test/TestBrick_Diffuse.png");
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button->Width = 100;
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button->Height = 25;
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}
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m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
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m_World = std::make_shared<World>(m_EventBroker);
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@@ -250,13 +262,6 @@ public:
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// if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
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// ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
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// }
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//
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//TODO Fill up the renderQueue with models (Temp fix)
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// TEMPAddToRenderQueue();
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// Render scene
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//TODO send renderqueue to draw.
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// m_Renderer->Draw(m_RendererQueue);
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if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) {
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ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl");
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@@ -264,6 +269,7 @@ public:
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//TODO Fill up the renderQueue with models (Temp fix)
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TEMPAddToRenderQueue();
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m_FrameStack->DrawLayered(m_RendererQueue);
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// Render scene
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//TODO send renderqueue to draw.
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@@ -374,7 +380,6 @@ public:
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job.EndIndex = texGroup.EndIndex;
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job.ModelMatrix = modelMatrix;
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job.Color = color;
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job.fileName = fileName;
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m_RendererQueue.Deferred.Add(job);
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}
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@@ -409,8 +414,8 @@ public:
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}
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private:
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std::shared_ptr<ResourceManager> m_ResourceManager;
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std::shared_ptr<EventBroker> m_EventBroker;
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GUI::Frame* m_FrameStack = nullptr;
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std::shared_ptr<Renderer> m_Renderer;
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RenderQueueCollection m_RendererQueue;
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std::shared_ptr<InputManager> m_InputManager;
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