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This commit is contained in:
+11
-7
@@ -43,6 +43,7 @@
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#include "Game/CPad.h"
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#include "GUI/Frame.h"
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#include "GUI/GameFrame.h"
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#include "Physics/PhysicsSystem.h"
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#include "Physics/CPhysics.h"
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@@ -103,7 +104,7 @@ public:
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m_FrameStack->Width = 1920;
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m_FrameStack->Height = 1080;
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new dd::GameFrame(m_FrameStack, "GameFrame");
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//TODO: Remove tobias light-test code.
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@@ -159,14 +160,15 @@ public:
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sprite->SpecularTexture = "Textures/Test/Brick_Specular.png";
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}
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// Top Wall
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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, 6.f, -10.f);
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transform->Scale = glm::vec3(18.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::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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@@ -175,14 +177,15 @@ public:
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m_World->CommitEntity(topWall);
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}
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// Left Wall
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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::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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@@ -191,14 +194,15 @@ public:
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m_World->CommitEntity(leftWall);
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}
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// Right Wall.
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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::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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@@ -88,6 +88,10 @@ struct SpriteJob : RenderJob
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unsigned int ShaderID;
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unsigned int TextureID;
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//Niklas is trying to get Frames to work.
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GLuint Texture;
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//Niklas is trying to get Frames to work./end
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glm::mat4 ModelMatrix;
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GLuint DiffuseTexture;
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GLuint NormalTexture;
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@@ -167,6 +171,23 @@ struct RenderQueueCollection
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}
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};
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struct RenderQueuePair
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{
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RenderQueue Deferred;
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RenderQueue Forward;
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void Clear() {
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Deferred.Clear();
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Forward.Clear();
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}
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void Sort() {
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Deferred.Sort();
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Forward.Sort();
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}
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};
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}
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#endif // RenderQueue_h__
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@@ -51,6 +51,32 @@ public:
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}
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}
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//Niklas is trying to implement Frames.
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std::shared_ptr<dd::Camera> GetCamera() const { return m_FrameCamera; }
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void SetCamera(const std::shared_ptr<dd::Camera> camera)
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{
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m_FrameCamera = camera;
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}
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void DrawFrame(RenderQueuePair &rq);
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void DrawWorld(RenderQueuePair &rq);
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void SetViewport(const Rectangle &viewport)
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{
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m_Viewport = viewport;
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}
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void SetScissor(const Rectangle &scissor)
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{
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m_Scissor = scissor;
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}
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int Width() const { return m_Width; }
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int Height() const { return m_Height; }
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//Niklas is trying to implement Frames.
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void Initialize();
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void Draw(RenderQueueCollection& rq);
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@@ -61,8 +87,17 @@ private:
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//Rectangle m_Viewport;
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//Rectangle m_Scissor;
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std::unique_ptr<dd::Camera> m_DefaultCamera = nullptr;
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const dd::Camera* m_Camera = nullptr;
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//Niklas is trying to implement Frames.
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std::shared_ptr<dd::Camera> m_FrameCamera;
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Rectangle m_Viewport;
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Rectangle m_Scissor;
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ShaderProgram m_ForwardRendering;
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int m_Width = 1980, m_Height = 1080;
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//Niklas is trying to implement Frames./end
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int m_GLVersion[2];
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std::string m_GLVendor;
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GLFWwindow* m_Window = nullptr;
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@@ -107,6 +107,12 @@ public:
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@tparam T Resource type.
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@param resourceName Fully qualified name of the resource to fetch.
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*/
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//Niklas is trying to get frames to work.
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template <typename T>
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T* Load(std::string resourceType, std::string resourceName);
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//Niklas is trying to get frames to work./end
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template <typename T>
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static T* Fetch(std::string resourceName);
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@@ -142,6 +148,7 @@ private:
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// Internal: Create a resource and cache it
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template <typename T>
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static T* CreateResource(std::string resourceName, Resource* parent);
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Resource* CreateResource(std::string resourceType, std::string resourceName);
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};
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template <typename T>
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@@ -161,6 +168,25 @@ T* ResourceManager::Load(std::string resourceName, Resource* parent /* = nullptr
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return CreateResource<T>(resourceName, parent);
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}
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//Niklas is trying to get frames to work.
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template <typename T>
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T* ResourceManager::Load(std::string resourceType, std::string resourceName)
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{
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auto it = m_ResourceCache.find(std::make_pair(resourceType, resourceName));
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if (it != m_ResourceCache.end())
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return static_cast<T *>(it->second);
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if (m_Preloading) {
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LOG_INFO("Preloading resource \"%s\"", resourceName.c_str());
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}
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else {
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LOG_WARNING("Hot-loading resource \"%s\"", resourceName.c_str());
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}
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return static_cast<T *>(CreateResource(resourceType, resourceName));
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}
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//Niklas is trying to get frames to work./end
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template <typename T>
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T* ResourceManager::Fetch(std::string resourceName)
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{
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+1
-1
@@ -11,7 +11,7 @@ namespace dd
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#include <memory>
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#include <map>
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#include "Util/Rectangle.h"
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#include "Core/Util/Rectangle.h"
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#include "Core/EventBroker.h"
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#include "Core/EKeyDown.h"
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#include "Core/EKeyUp.h"
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+14
-14
@@ -8,13 +8,13 @@
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#include "GUI/Frame.h"
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#include "GUI/MainMenuFrame.h"
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//#include "GUI/WorldFrame.h"
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//#include "GUI/Viewport.h"
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#include "GUI/Viewport.h"
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#include "GUI/TextureFrame.h"
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//#include "GUI/PlayerHUD.h"
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//#include "GameWorld.h"
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#include "Game/EGameStart.h"
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//#include "Events/GameOver.h"
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#include "Game/EGameOver.h"
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//#include "Events/Dead.h"
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namespace dd
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@@ -27,8 +27,8 @@ namespace dd
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: Frame(parent, name)
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, m_GameOver(false)
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{
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EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &GUI::GameFrame::OnGameStart);
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EVENT_SUBSCRIBE_MEMBER(m_EGameOver, &GUI::GameFrame::OnGameOver);
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EVENT_SUBSCRIBE_MEMBER(m_EGameStart, &dd::GameFrame::OnGameStart);
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EVENT_SUBSCRIBE_MEMBER(m_EGameOver, &dd::GameFrame::OnGameOver);
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//m_World = std::make_shared<GameWorld>(EventBroker, ResourceManager);
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/*m_WorldFrame = new WorldFrame(this, "GameWorldFrame", m_World);
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@@ -46,8 +46,8 @@ namespace dd
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m_FreeCamViewport = new Viewport(m_WorldFrame, "ViewportFreeCam", m_World);
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m_FreeCamViewport->Hide();
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}*/
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m_WorldFrame->Hide();
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m_World->Initialize();
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//m_WorldFrame->Hide();
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//m_World->Initialize();
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m_MainMenuFrame = new MainMenuFrame(this, "MainMenu");
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}
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@@ -56,11 +56,11 @@ namespace dd
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EventRelay<Frame, dd::Events::GameStart> m_EGameStart;
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bool OnGameStart(const dd::Events::GameStart &event)
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{
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m_WorldFrame->Show();
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//m_WorldFrame->Show();
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return true;
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}
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/*EventRelay<Frame, Events::GameOver> m_EGameOver;
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EventRelay<Frame, Events::GameOver> m_EGameOver;
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bool OnGameOver(const Events::GameOver &event)
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{
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m_GameOver = true;
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@@ -68,15 +68,15 @@ namespace dd
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return true;
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}
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std::shared_ptr<GameWorld> m_World;
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//std::shared_ptr<GameWorld> m_World;
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MainMenuFrame* m_MainMenuFrame;
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WorldFrame* m_WorldFrame;
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Viewport* vp1;
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Viewport* vp2;
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Viewport* m_FreeCamViewport;
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//WorldFrame* m_WorldFrame;
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//Viewport* vp1;
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//Viewport* vp2;
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//Viewport* m_FreeCamViewport;
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bool m_GameOver;*/
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bool m_GameOver;
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bool OnKeyUp(const dd::Events::KeyUp &event) override
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{
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@@ -49,7 +49,7 @@ public:
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Texture *Texture() const { return m_Texture; }
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void SetTexture(std::string resourceName) {
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m_Texture = ResourceManager->Load<::Texture>("Texture", resourceName);
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m_Texture = ResourceManager->Load<dd::Texture>("Texture", resourceName);
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}
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void FadeToTexture(std::string resourceName, double duration) {
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@@ -75,8 +75,8 @@ public:
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void SetColor(glm::vec4 val) { m_Color = val; }
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protected:
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Texture *m_Texture;
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Texture *m_FadeTexture;
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dd::Texture *m_Texture;
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dd::Texture *m_FadeTexture;
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glm::vec4 m_Color;
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float m_FadeDuration;
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float m_CurrentFade;
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+47
-51
@@ -15,70 +15,66 @@
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#include "Core/RenderQueue.h"
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#include "Core/Camera.h"
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namespace GUI
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namespace dd
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{
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class Viewport : public Frame
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{
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public:
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Viewport(Frame* parent, std::string name, std::shared_ptr<World> world)
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: Frame(parent, name)
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, m_World(world)
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{ }
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class Viewport : public Frame
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{
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public:
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Viewport(Frame *parent, std::string name, std::shared_ptr<dd::World> world)
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: Frame(parent, name), m_World(world) { }
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EntityID CameraEntity() const { return m_CameraEntity; }
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void SetCameraEntity(EntityID cameraEntity)
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{
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m_CameraEntity = cameraEntity;
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auto transformComponent = m_World->GetComponent<Components::Transform>(cameraEntity);
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if (!transformComponent)
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return;
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auto cameraComponent = m_World->GetComponent<Components::Camera>(cameraEntity);
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if (!cameraComponent)
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return;
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EntityID CameraEntity() const { return m_CameraEntity; }
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m_Camera = std::make_shared<Camera>(cameraComponent->FOV, cameraComponent->NearClip, cameraComponent->FarClip);
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}
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void SetCameraEntity(EntityID cameraEntity) {
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m_CameraEntity = cameraEntity;
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auto transformComponent = m_World->GetComponent<dd::Components::Transform>(cameraEntity);
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if (!transformComponent)
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return;
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auto cameraComponent = m_World->GetComponent<dd::Components::Camera>(cameraEntity);
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if (!cameraComponent)
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return;
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m_FrameCamera = std::make_shared<dd::Camera>(cameraComponent->FOV, cameraComponent->NearClip, cameraComponent->FarClip);
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}
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void Update(double dt) override
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{
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if (!m_TransformSystem)
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m_TransformSystem = m_World->GetSystem<Systems::TransformSystem>();
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void Update(double dt) override {
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if (!m_TransformSystem)
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m_TransformSystem = m_World->GetSystem<dd::Systems::TransformSystem>();
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auto transformComponent = m_World->GetComponent<Components::Transform>(m_CameraEntity);
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if (!transformComponent)
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return;
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auto transformComponent = m_World->GetComponent<dd::Components::Transform>(m_CameraEntity);
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if (!transformComponent)
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return;
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auto cameraComponent = m_World->GetComponent<Components::Camera>(m_CameraEntity);
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if (!cameraComponent)
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return;
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auto cameraComponent = m_World->GetComponent<dd::Components::Camera>(m_CameraEntity);
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if (!cameraComponent)
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return;
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Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(m_CameraEntity);
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dd::Components::Transform absoluteTransform = m_TransformSystem->AbsoluteTransform(m_CameraEntity);
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m_Camera->SetFOV(cameraComponent->FOV);
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m_Camera->SetNearClip(cameraComponent->NearClip);
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m_Camera->SetFarClip(cameraComponent->FarClip);
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m_Camera->SetPosition(absoluteTransform.Position);
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m_Camera->SetOrientation(absoluteTransform.Orientation);
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}
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m_FrameCamera->SetFOV(cameraComponent->FOV);
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m_FrameCamera->SetNearClip(cameraComponent->NearClip);
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m_FrameCamera->SetFarClip(cameraComponent->FarClip);
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m_FrameCamera->SetPosition(absoluteTransform.Position);
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m_FrameCamera->SetOrientation(absoluteTransform.Orientation);
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}
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void Draw(std::shared_ptr<Renderer> renderer) override
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{
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if (!m_Camera)
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return;
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void Draw(std::shared_ptr<dd::Renderer> renderer) override {
|
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if (!m_FrameCamera)
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return;
|
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renderer->SetCamera(m_Camera);
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renderer->SetViewport(AbsoluteRectangle());
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renderer->DrawWorld(m_Parent->RenderQueue);
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}
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renderer->SetCamera(m_FrameCamera);
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renderer->SetViewport(AbsoluteRectangle());
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renderer->DrawWorld(m_Parent->RenderQueue);
|
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}
|
||||
|
||||
private:
|
||||
std::shared_ptr<World> m_World;
|
||||
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
|
||||
std::shared_ptr<Camera> m_Camera;
|
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EntityID m_CameraEntity;
|
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};
|
||||
private:
|
||||
std::shared_ptr<dd::World> m_World;
|
||||
std::shared_ptr<dd::Systems::TransformSystem> m_TransformSystem;
|
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std::shared_ptr<dd::Camera> m_FrameCamera;
|
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EntityID m_CameraEntity;
|
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};
|
||||
|
||||
}
|
||||
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@@ -0,0 +1,21 @@
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//
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// Created by Administrator on 2015-09-17.
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//
|
||||
|
||||
#ifndef DAYDREAM_EGAMEOVER_H
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#define DAYDREAM_EGAMEOVER_H
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|
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#include "Core/EventBroker.h"
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|
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namespace dd
|
||||
{
|
||||
namespace Events
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{
|
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struct GameOver : Event
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{
|
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|
||||
};
|
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}
|
||||
}
|
||||
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#endif //DAYDREAM_EGAMEOVER_H
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@@ -75,7 +75,7 @@ set(SOURCE_FILES
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${SOURCE_FILES_Rendering}
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${SOURCE_FILES_Transform}
|
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${SOURCE_FILES_Physics}
|
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${SOURCE_FILES_Game} ../../include/GUI/Viewport.h)
|
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${SOURCE_FILES_Game} ../../include/Game/EGameOver.h)
|
||||
|
||||
if(CMAKE_COMPILER_IS_GNUCXX)
|
||||
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -pthread")
|
||||
|
||||
@@ -463,3 +463,104 @@ void dd::Renderer::DebugKeys()
|
||||
m_CurrentScreenBuffer = m_tLighting;
|
||||
}
|
||||
}
|
||||
|
||||
//Niklas is trying to get frames to work.
|
||||
void dd::Renderer::DrawFrame(RenderQueuePair &rq)
|
||||
{
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||
glViewport(m_Viewport.X, m_Height - m_Viewport.Y - m_Viewport.Height, m_Viewport.Width, m_Viewport.Height);
|
||||
glScissor(m_Scissor.X, m_Height - m_Scissor.Y - m_Scissor.Height, m_Scissor.Width, m_Scissor.Height);
|
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||||
//glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
//glClearColor(0.0f, 0.5f, 0.0f, 1.0f);
|
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|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glEnable(GL_CULL_FACE);
|
||||
glCullFace(GL_BACK);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
//glm::mat4 cameraMatrix = m_Camera->ProjectionMatrix((float)m_Width / m_Height) * m_Camera->ViewMatrix();
|
||||
//glm::mat4 MVP;
|
||||
|
||||
m_ForwardRendering.Bind();
|
||||
|
||||
//for (auto tuple : ModelsToRender) //// Todo: Add so it's TransparentModelsToRender
|
||||
//{
|
||||
// Model* model;
|
||||
// glm::mat4 modelMatrix;
|
||||
// bool visible;
|
||||
// std::tie(model, modelMatrix, visible, std::ignore) = tuple;
|
||||
// if (!visible)
|
||||
// continue;
|
||||
|
||||
// MVP = cameraMatrix * modelMatrix;
|
||||
// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
// glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(m_Camera->ProjectionMatrix((float)m_Width / m_Height)));
|
||||
|
||||
// glBindVertexArray(model->VAO);
|
||||
// for (auto texGroup : model->TextureGroups)
|
||||
// {
|
||||
// glActiveTexture(GL_TEXTURE0);
|
||||
// glBindTexture(GL_TEXTURE_2D, *texGroup.Texture);
|
||||
// glDrawArrays(GL_TRIANGLES, texGroup.StartIndex, texGroup.EndIndex - texGroup.StartIndex + 1);
|
||||
// }
|
||||
//}
|
||||
|
||||
for (auto &job : rq.Forward)
|
||||
{
|
||||
//auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
|
||||
//if (modelJob)
|
||||
//{
|
||||
// glm::mat4 modelMatrix = modelJob->ModelMatrix;
|
||||
|
||||
// MVP = cameraMatrix * modelMatrix;
|
||||
// depthMVP = depthCameraMatrix * modelMatrix;
|
||||
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(MVP));
|
||||
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "DepthMVP"), 1, GL_FALSE, glm::value_ptr(depthMVP));
|
||||
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(modelMatrix));
|
||||
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(m_Camera->ViewMatrix()));
|
||||
// glUniformMatrix4fv(glGetUniformLocation(m_FirstPassProgram.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(cameraProjection));
|
||||
// //glUniform3fv(glGetUniformLocation(m_SecondPassProgram.GetHandle(), "SunDirection_cameraspace"), 1, glm::value_ptr(sunDirection_cameraview));
|
||||
|
||||
// glBindVertexArray(modelJob->VAO);
|
||||
// glActiveTexture(GL_TEXTURE0);
|
||||
// glBindTexture(GL_TEXTURE_2D, modelJob->DiffuseTexture);
|
||||
// if (modelJob->NormalTexture != 0)
|
||||
// {
|
||||
// glActiveTexture(GL_TEXTURE2);
|
||||
// glBindTexture(GL_TEXTURE_2D, modelJob->NormalTexture);
|
||||
// }
|
||||
// if (modelJob->SpecularTexture)
|
||||
// {
|
||||
// glActiveTexture(GL_TEXTURE3);
|
||||
// glBindTexture(GL_TEXTURE_2D, modelJob->SpecularTexture);
|
||||
// }
|
||||
// glDrawArrays(GL_TRIANGLES, modelJob->StartIndex, modelJob->EndIndex - modelJob->StartIndex + 1);
|
||||
|
||||
// continue;
|
||||
//}
|
||||
|
||||
auto spriteJob = std::dynamic_pointer_cast<SpriteJob>(job);
|
||||
if (spriteJob)
|
||||
{
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "MVP"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "M"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "V"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
|
||||
glUniformMatrix4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "P"), 1, GL_FALSE, glm::value_ptr(glm::mat4()));
|
||||
glUniform4fv(glGetUniformLocation(m_ForwardRendering.GetHandle(), "Color"), 1, glm::value_ptr(spriteJob->Color));
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D, spriteJob->Texture);
|
||||
glBindVertexArray(m_ScreenQuad);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 6);
|
||||
|
||||
continue;
|
||||
}
|
||||
}
|
||||
}
|
||||
//Niklas is trying to get frames to work./end
|
||||
|
||||
|
||||
@@ -82,4 +82,26 @@ void dd::ResourceManager::fileWatcherCallback(std::string path, FileWatcher::Fil
|
||||
void dd::ResourceManager::Update()
|
||||
{
|
||||
m_FileWatcher.Check();
|
||||
}
|
||||
}
|
||||
|
||||
//Niklas is trying to get frames to work.
|
||||
dd::Resource* dd::ResourceManager::CreateResource(std::string resourceType, std::string resourceName)
|
||||
{
|
||||
auto facIt = m_FactoryFunctions.find(resourceType);
|
||||
if (facIt == m_FactoryFunctions.end())
|
||||
{
|
||||
LOG_ERROR("Failed to load resource \"%s\" of type \"%s\": Type not registered", resourceName.c_str(), resourceType.c_str());
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Call the factory function
|
||||
Resource* resource = facIt->second(resourceName);
|
||||
// Store IDs
|
||||
resource->TypeID = GetTypeID(resourceType);
|
||||
resource->ResourceID = GetNewResourceID(resource->TypeID);
|
||||
// Cache
|
||||
m_ResourceCache[std::make_pair(resourceType, resourceName)] = resource;
|
||||
|
||||
return resource;
|
||||
}
|
||||
//Niklas is trying to get frames to work./end
|
||||
|
||||
Reference in New Issue
Block a user