From 4aef84e7c8c21db712069e978e34a9a3b6489659 Mon Sep 17 00:00:00 2001 From: tleety Date: Wed, 9 Sep 2015 21:19:37 +0200 Subject: [PATCH] GL renderer working again, bgfx still here but not used. --- include/Core/Engine.h | 78 +++++++++++++++++++++---------------------- 1 file changed, 39 insertions(+), 39 deletions(-) mode change 100644 => 100755 include/Core/Engine.h diff --git a/include/Core/Engine.h b/include/Core/Engine.h old mode 100644 new mode 100755 index 8b16650..7241721 --- 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" @@ -42,30 +42,30 @@ class Engine public: Engine(int argc, char* argv[]) { -// m_EventBroker = std::make_shared(); + 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); -// -// m_World = std::make_shared(m_EventBroker); -// -// //TODO: Move this out of engine.h -// m_World->ComponentFactory.Register(); -// m_World->SystemFactory.Register([this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); }); -// m_World->AddSystem(); -// m_World->ComponentFactory.Register(); -// m_World->ComponentFactory.Register(); -// m_World->Initialize(); + m_InputManager = std::make_shared(m_Renderer->Window(), m_EventBroker); -// 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"; + m_World = std::make_shared(m_EventBroker); + + //TODO: Move this out of engine.h + m_World->ComponentFactory.Register(); + m_World->SystemFactory.Register([this]() { return new Systems::TransformSystem(m_World.get(), m_EventBroker); }); + m_World->AddSystem(); + m_World->ComponentFactory.Register(); + m_World->ComponentFactory.Register(); + m_World->Initialize(); + + 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"; 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 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;