diff --git a/include/Core/Engine.h b/include/Core/Engine.h index 25269e6..65c7d73 100644 --- a/include/Core/Engine.h +++ b/include/Core/Engine.h @@ -25,7 +25,7 @@ #include "Texture.h" #include "EventBroker.h" #include "RenderQueue.h" -#include "BGFXRenderer.h" +#include "Renderer.h" #include "InputManager.h" //TODO: Remove includes that are only here for the temporary draw solution. #include "World.h" @@ -45,9 +45,9 @@ public: { m_EventBroker = std::make_shared(); - m_Renderer = std::make_shared(); + m_Renderer = std::make_shared(); m_Renderer->SetFullscreen(false); - m_Renderer->SetResolution(Rectangle(0, 0, 1280, 720)); + m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080)); m_Renderer->Initialize(); m_InputManager = std::make_shared(m_Renderer->Window(), m_EventBroker); @@ -58,17 +58,28 @@ public: m_World->ComponentFactory.Register(); m_World->SystemFactory.Register([this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); }); m_World->AddSystem(); +<<<<<<< HEAD m_World->SystemFactory.Register([this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); }); m_World->AddSystem(); +======= +>>>>>>> origin/master m_World->ComponentFactory.Register(); m_World->ComponentFactory.Register(); m_World->Initialize(); +<<<<<<< HEAD // auto ent = m_World->CreateEntity(); // std::shared_ptr transform = m_World->AddComponent(ent); // transform->Position = glm::vec3(0.f, 0.f, -10.f); // std::shared_ptr model = m_World->AddComponent(ent); // model->ModelFile = "Models/Core/UnitSphere.obj"; +======= + auto ent = m_World->CreateEntity(); + std::shared_ptr transform = m_World->AddComponent(ent); + transform->Position = glm::vec3(0.f, 0.f, -10.f); + std::shared_ptr model = m_World->AddComponent(ent); + model->ModelFile = "Models/Core/UnitSphere.obj"; +>>>>>>> origin/master m_LastTime = glfwGetTime(); @@ -88,6 +99,7 @@ public: m_InputManager->Update(dt); m_World->Update(dt); +<<<<<<< HEAD // // if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) { // ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl"); @@ -99,6 +111,19 @@ public: // Render scene //TODO send renderqueue to draw. // m_Renderer->Draw(m_RendererQueue); +======= + + if (glfwGetKey(m_Renderer->Window(), GLFW_KEY_R)) { + ResourceManager::Reload("Shaders/Deferred/3/Fragment.glsl"); + } + + //TODO Fill up the renderQueue with models (Temp fix) + TEMPAddToRenderQueue(); + + // Render scene + //TODO send renderqueue to draw. + m_Renderer->Draw(m_RendererQueue); +>>>>>>> origin/master // Swap event queues m_EventBroker->Clear(); @@ -172,9 +197,9 @@ public: } private: - //std::shared_ptr m_ResourceManager; + std::shared_ptr m_ResourceManager; std::shared_ptr m_EventBroker; - std::shared_ptr m_Renderer; + std::shared_ptr m_Renderer; RenderQueueCollection m_RendererQueue; std::shared_ptr m_InputManager; std::shared_ptr m_World; diff --git a/include/Game/LevelSystem.h b/include/Game/LevelSystem.h index 5016f0f..1dc8c46 100644 --- a/include/Game/LevelSystem.h +++ b/include/Game/LevelSystem.h @@ -9,6 +9,9 @@ #include "Core/CTransform.h" //#include "Rendering/CSprite.h" #include "Core/EventBroker.h" +#include +#include +#include namespace dd { @@ -16,6 +19,17 @@ namespace dd namespace Systems { + // Me trying things out. +class Level +{ +public: + int levelRows; + int levelLines; + int levelSpaceBetweenBricks; + int levelSpaceToEdge; + int bricks[]; +}; + class LevelSystem : public System { public: @@ -26,6 +40,8 @@ public: void Initialize() override; void CreateBasicLevel(int, int, int, int); + void SaveLevel(int, int, int, int); // Shouldn't be here, but I'm experimenting. + void LoadLevel(char[20]); void CreateBrick(int, int, int, int); void ProcessCollision(); @@ -37,7 +53,6 @@ public: private: int numberOfBricks; - EntityID bricks[]; int tRows = 8; int tLines = 8; int tSpaceBetweenBricks = 30; diff --git a/src/game/Core/Shaders/Deferred/3/Fragment.glsl b/src/game/Core/Shaders/Deferred/3/Fragment.glsl old mode 100644 new mode 100755 index 2d064f0..08b7f08 --- a/src/game/Core/Shaders/Deferred/3/Fragment.glsl +++ b/src/game/Core/Shaders/Deferred/3/Fragment.glsl @@ -37,6 +37,7 @@ void main() vec4 LightingTexel = texture(LightingTexture, Input.TextureCoord); //frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) * (vec4(LightingTexel.rgb, 0.0) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0))); - frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) + LightingTexel); + //frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) + LightingTexel); + frag_Diffuse = DiffuseTexel; //frag_Diffuse = vec4(LightingTexel.r, LightingTexel.g, LightingTexel.b, 1.0); } \ No newline at end of file