GL renderer working again, bgfx still here but not used.

This commit is contained in:
tleety
2015-09-09 21:19:37 +02:00
parent ec137acb38
commit 4aef84e7c8
Regular → Executable
+39 -39
View File
@@ -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"
@@ -42,30 +42,30 @@ class Engine
public:
Engine(int argc, char* argv[])
{
// m_EventBroker = std::make_shared<EventBroker>();
m_EventBroker = std::make_shared<EventBroker>();
m_Renderer = std::make_shared<BGFXRenderer>();
m_Renderer = std::make_shared<Renderer>();
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<InputManager>(m_Renderer->Window(), m_EventBroker);
//
// m_World = std::make_shared<World>(m_EventBroker);
//
// //TODO: Move this out of engine.h
// m_World->ComponentFactory.Register<Components::Transform>();
// m_World->SystemFactory.Register<Systems::TransformSystem>([this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
// m_World->AddSystem<Systems::TransformSystem>();
// m_World->ComponentFactory.Register<Components::Model>();
// m_World->ComponentFactory.Register<Components::Template>();
// m_World->Initialize();
m_InputManager = std::make_shared<InputManager>(m_Renderer->Window(), m_EventBroker);
// auto ent = m_World->CreateEntity();
// std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
// transform->Position = glm::vec3(0.f, 0.f, -10.f);
// std::shared_ptr<Components::Model> model = m_World->AddComponent<Components::Model>(ent);
// model->ModelFile = "Models/Core/UnitSphere.obj";
m_World = std::make_shared<World>(m_EventBroker);
//TODO: Move this out of engine.h
m_World->ComponentFactory.Register<Components::Transform>();
m_World->SystemFactory.Register<Systems::TransformSystem>([this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); });
m_World->AddSystem<Systems::TransformSystem>();
m_World->ComponentFactory.Register<Components::Model>();
m_World->ComponentFactory.Register<Components::Template>();
m_World->Initialize();
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(0.f, 0.f, -10.f);
std::shared_ptr<Components::Model> model = m_World->AddComponent<Components::Model>(ent);
model->ModelFile = "Models/Core/UnitSphere.obj";
m_LastTime = glfwGetTime();
@@ -79,26 +79,26 @@ public:
double dt = currentTime - m_LastTime;
m_LastTime = currentTime;
// ResourceManager::Update();
//
// // Update input
// m_InputManager->Update(dt);
//
// m_World->Update(dt);
//
// 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.
ResourceManager::Update();
// Update input
m_InputManager->Update(dt);
m_World->Update(dt);
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);
// Swap event queues
// m_EventBroker->Clear();
m_EventBroker->Clear();
glfwPollEvents();
}
@@ -168,9 +168,9 @@ public:
}
private:
//std::shared_ptr<ResourceManager> m_ResourceManager;
std::shared_ptr<ResourceManager> m_ResourceManager;
std::shared_ptr<EventBroker> m_EventBroker;
std::shared_ptr<BGFXRenderer> m_Renderer;
std::shared_ptr<Renderer> m_Renderer;
RenderQueueCollection m_RendererQueue;
std::shared_ptr<InputManager> m_InputManager;
std::shared_ptr<World> m_World;