GL renderer working again, bgfx still here but not used.
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Regular → Executable
+39
-39
@@ -25,7 +25,7 @@
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#include "Texture.h"
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#include "EventBroker.h"
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#include "RenderQueue.h"
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#include "BGFXRenderer.h"
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#include "Renderer.h"
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#include "InputManager.h"
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//TODO: Remove includes that are only here for the temporary draw solution.
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#include "World.h"
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@@ -42,30 +42,30 @@ class Engine
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public:
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Engine(int argc, char* argv[])
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{
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// m_EventBroker = std::make_shared<EventBroker>();
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m_EventBroker = std::make_shared<EventBroker>();
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m_Renderer = std::make_shared<BGFXRenderer>();
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m_Renderer = std::make_shared<Renderer>();
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m_Renderer->SetFullscreen(false);
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m_Renderer->SetResolution(Rectangle(0, 0, 1280, 720));
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m_Renderer->SetResolution(Rectangle(0, 0, 1920, 1080));
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m_Renderer->Initialize();
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// m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
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//
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// m_World = std::make_shared<World>(m_EventBroker);
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//
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// //TODO: Move this out of engine.h
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// m_World->ComponentFactory.Register<Components::Transform>();
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// m_World->SystemFactory.Register<Systems::TransformSystem>([this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
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// m_World->AddSystem<Systems::TransformSystem>();
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// m_World->ComponentFactory.Register<Components::Model>();
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// m_World->ComponentFactory.Register<Components::Template>();
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// m_World->Initialize();
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m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
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// auto ent = m_World->CreateEntity();
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// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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// transform->Position = glm::vec3(0.f, 0.f, -10.f);
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// std::shared_ptr<Components::Model> model = m_World->AddComponent<Components::Model>(ent);
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// model->ModelFile = "Models/Core/UnitSphere.obj";
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m_World = std::make_shared<World>(m_EventBroker);
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//TODO: Move this out of engine.h
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m_World->ComponentFactory.Register<Components::Transform>();
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m_World->SystemFactory.Register<Systems::TransformSystem>([this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::TransformSystem>();
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m_World->ComponentFactory.Register<Components::Model>();
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m_World->ComponentFactory.Register<Components::Template>();
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m_World->Initialize();
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auto ent = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
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transform->Position = glm::vec3(0.f, 0.f, -10.f);
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std::shared_ptr<Components::Model> model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Core/UnitSphere.obj";
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m_LastTime = glfwGetTime();
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@@ -79,26 +79,26 @@ public:
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double dt = currentTime - m_LastTime;
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m_LastTime = currentTime;
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// ResourceManager::Update();
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//
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// // Update input
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// m_InputManager->Update(dt);
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//
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// m_World->Update(dt);
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//
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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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//
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// // Render scene
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// //TODO send renderqueue to draw.
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ResourceManager::Update();
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// Update input
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m_InputManager->Update(dt);
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m_World->Update(dt);
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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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//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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// Swap event queues
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// m_EventBroker->Clear();
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m_EventBroker->Clear();
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glfwPollEvents();
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}
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@@ -168,9 +168,9 @@ 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<ResourceManager> m_ResourceManager;
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std::shared_ptr<EventBroker> m_EventBroker;
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std::shared_ptr<BGFXRenderer> m_Renderer;
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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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std::shared_ptr<World> m_World;
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