Merge remote-tracking branch 'origin/master' into Sound
Conflicts: include/Core/Engine.h src/game/CMakeLists.txt
This commit is contained in:
+260
-31
@@ -25,15 +25,28 @@
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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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#include "CTransform.h"
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#include "Core/EventBroker.h"
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#include "Rendering/CModel.h"
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#include "Rendering/CSprite.h"
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#include "CTemplate.h"
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#include "Rendering/CPointLight.h"
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#include "Transform/TransformSystem.h"
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#include "Core/Sound.h"
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#include "Game/LevelSystem.h"
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#include "Game/PadSystem.h"
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#include "Game/CBall.h"
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#include "Game/CBrick.h"
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#include "Game/CPad.h"
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#include "Physics/PhysicsSystem.h"
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#include "Physics/CPhysics.h"
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#include "Physics/CBoxShape.h"
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#include "Physics/ESetImpulse.h"
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namespace dd
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{
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@@ -41,35 +54,172 @@ namespace dd
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class Engine
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{
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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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Engine(int argc, char* argv[]) {
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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->SetFullscreen(false);
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m_Renderer->SetResolution(Rectangle(0, 0, 1280, 720));
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m_Renderer->Initialize();
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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, 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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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->SystemFactory.Register<Systems::Sound>([this]() {return new Systems::Sound(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::TransformSystem>();
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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>(
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[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->AddSystem<Systems::Sound>();
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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_World->ComponentFactory.Register<Components::Sprite>();
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m_World->ComponentFactory.Register<Components::RectangleShape>();
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m_World->ComponentFactory.Register<Components::Physics>();
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m_World->ComponentFactory.Register<Components::Ball>();
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m_World->ComponentFactory.Register<Components::Brick>();
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m_World->ComponentFactory.Register<Components::Pad>();
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m_World->SystemFactory.Register<Systems::PhysicsSystem>(
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[this]() { return new Systems::PhysicsSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PhysicsSystem>();
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m_World->SystemFactory.Register<Systems::LevelSystem>([this]() { return new Systems::LevelSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::LevelSystem>();
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m_World->SystemFactory.Register<Systems::PadSystem>([this]() { return new Systems::PadSystem(m_World.get(), m_EventBroker); });
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m_World->AddSystem<Systems::PadSystem>();
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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->ComponentFactory.Register<Components::PointLight>();
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m_World->Initialize();
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//TODO: Remove tobias light-test code.
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{
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auto t_BrickWall = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_BrickWall);
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transform->Position = glm::vec3(0.f, 0.f, -10.f);
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auto sprite = m_World->AddComponent<Components::Sprite>(t_BrickWall);
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//TODO: Rename SpriteFile to DiffuseTexture or similar.
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sprite->SpriteFile = "Textures/Test/Brick_Diffuse.png";
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sprite->NormalTexture = "Textures/Test/Brick_Normal.png";
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sprite->SpecularTexture = "Textures/Test/Brick_Specular.png";
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}
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{
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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(0.5f, 0.f, -10.f);
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transform->Scale = glm::vec3(1.f, 1.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
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sprite->SpriteFile = "Textures/Ball.png";
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std::shared_ptr<Components::CircleShape> circleShape = m_World->AddComponent<Components::CircleShape>(ent);
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std::shared_ptr<Components::Ball> ball = m_World->AddComponent<Components::Ball>(ent);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = false;
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auto plight = m_World->AddComponent<Components::PointLight>(ent);
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plight->Radius = 2.f;
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m_World->CommitEntity(ent);
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Events::SetImpulse e;
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e.Entity = ent;
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e.Impulse = glm::vec2(0.f, -7.f);
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e.Point = glm::vec2(0.5f, 0.f);
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m_EventBroker->Publish(e);
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}
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{
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auto topWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(topWall);
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transform->Position = glm::vec3(0.f, 5.f, -10.f);
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transform->Scale = glm::vec3(15.f, 0.5f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(topWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(topWall);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(topWall);
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physics->Static = true;
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m_World->CommitEntity(topWall);
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}
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{
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auto leftWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(leftWall);
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transform->Position = glm::vec3(-9.f, 1.f, -10.f);
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transform->Scale = glm::vec3(0.5f, 10.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(leftWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(leftWall);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(leftWall);
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physics->Static = true;
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m_World->CommitEntity(leftWall);
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}
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{
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auto rightWall = m_World->CreateEntity();
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std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(rightWall);
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transform->Position = glm::vec3(9.f, 1.f, -10.f);
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transform->Scale = glm::vec3(0.5f, 10.f, 1.f);
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(rightWall);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(rightWall);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(rightWall);
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physics->Static = true;
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m_World->CommitEntity(rightWall);
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}
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/*{
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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, -3.f, -10.f);
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transform->Scale = glm::vec3(2.f, 0.5f, 1.f);
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transform->Orientation = glm::rotate(transform->Orientation, glm::radians(25.f), glm::vec3(0, 0, -1));
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std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
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sprite->SpriteFile = "Textures/Core/ErrorTexture.png";
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std::shared_ptr<Components::RectangleShape> boxShape = m_World->AddComponent<Components::RectangleShape>(ent);
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std::shared_ptr<Components::Physics> physics = m_World->AddComponent<Components::Physics>(ent);
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physics->Static = true;
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m_World->CommitEntity(ent);
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}*/
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{
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auto ent = m_World->CreateEntity();
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m_World->SetProperty(ent, "Name", "Pad");
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auto ctransform = m_World->AddComponent<Components::Transform>(ent);
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ctransform->Position = glm::vec3(0.f, -5.f, -10.f);
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ctransform->Scale = glm::vec3(3.2, 0.8, 0.);
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auto rectangle = m_World->AddComponent<Components::RectangleShape>(ent);
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auto physics = m_World->AddComponent<Components::Physics>(ent);
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auto csprite = m_World->AddComponent<Components::Sprite>(ent);
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auto pad = m_World->AddComponent<Components::Pad>(ent);
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csprite->SpriteFile = "Textures/Pad.png";
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m_World->CommitEntity(ent);
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}
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m_LastTime = glfwGetTime();
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}
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@@ -82,22 +232,35 @@ 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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ResourceManager::Update();
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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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//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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// 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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}
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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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@@ -107,6 +270,7 @@ public:
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}
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std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
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std::shared_ptr<Systems::LevelSystem> m_LevelSystem;
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//TODO: Get this out of engine.h
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void TEMPAddToRenderQueue()
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@@ -144,6 +308,45 @@ public:
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EnqueueModel(modelAsset, modelMatrix, modelComponent->Transparent, modelComponent->Color);
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}
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}
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//TODO: Add LightLoadShit
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auto pointLightComponent = m_World->GetComponent<Components::PointLight>(entity);
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if (pointLightComponent)
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{
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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EnqueuePointLight(absoluteTransform.Position,
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pointLightComponent->Diffuse,
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pointLightComponent->Specular,
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pointLightComponent->Radius);
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}
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auto spriteComponent = m_World->GetComponent<Components::Sprite>(entity);
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if (spriteComponent)
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{
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std::string normal = spriteComponent->NormalTexture;
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std::string spec = spriteComponent->SpecularTexture;
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if (normal.empty()) {
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normal = "Textures/Core/NeutralNormalMap.png";
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}
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if (spec.empty()) {
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spec = "Textures/Core/NeutralSpecularMap.png";
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}
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auto texturediff = ResourceManager::Load<Texture>(spriteComponent->SpriteFile);
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auto texturenorm = ResourceManager::Load<Texture>(normal);
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auto texturespec = ResourceManager::Load<Texture>(spec);
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(entity);
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glm::quat orientation2D = glm::angleAxis(glm::eulerAngles(absoluteTransform.Orientation).z, glm::vec3(0, 0, -1));
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glm::mat4 modelMatrix = glm::translate(absoluteTransform.Position)
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* glm::toMat4(orientation2D)
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* glm::scale(absoluteTransform.Scale);
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EnqueueSprite(texturediff, texturenorm, texturespec, modelMatrix, spriteComponent->Color);
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}
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}
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m_RendererQueue.Sort();
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@@ -170,10 +373,36 @@ public:
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}
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}
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// TODO: Get this out of engine.h
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void EnqueueSprite(Texture* texture, Texture* normalTexture, Texture* specularTexture, glm::mat4 modelMatrix, glm::vec4 color)
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{
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SpriteJob job;
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job.TextureID = texture->ResourceID;
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job.DiffuseTexture = *texture;
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job.NormalTexture = *normalTexture;
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job.SpecularTexture = *specularTexture;
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job.ModelMatrix = modelMatrix;
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job.Color = color;
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m_RendererQueue.Deferred.Add(job);
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}
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void EnqueuePointLight(glm::vec3 position, glm::vec3 diffuseColor, glm::vec3 specularColor, float radius)
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{
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PointLightJob job;
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job.Position = position;
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job.DiffuseColor = diffuseColor;
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job.SpecularColor = specularColor;
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job.Radius = radius;
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m_RendererQueue.Lights.Add(job);
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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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Reference in New Issue
Block a user