Renderer working and some test blocks in the world
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@@ -70,9 +70,6 @@ public:
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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->ComponentFactory.Register<Components::Model>();
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// m_World->ComponentFactory.Register<Components::Template>();
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m_World->ComponentFactory.Register<Components::Sprite>();
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@@ -130,9 +127,9 @@ public:
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{
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auto t_Light = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_Light);
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transform->Position = glm::vec3(0.f, 0.f, -9.f);
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transform->Position = glm::vec3(2.f, 1.5f, -10.f);
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auto pl = m_World->AddComponent<Components::PointLight>(t_Light);
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pl->Radius = 10.f;
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pl->Radius = 8.f;
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}
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//Halfpipe background test model.
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@@ -150,10 +147,11 @@ public:
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auto t_Brick = m_World->CreateEntity();
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auto transform = m_World->AddComponent<Components::Transform>(t_Brick);
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transform->Position = glm::vec3(0.f, 0.f, -12.f);
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transform->Orientation = glm::rotate(glm::quat(), 0.5f, glm::vec3(0,-1,-1));
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auto model = m_World->AddComponent<Components::Model>(t_Brick);
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model->ModelFile = "Models/Test/Brick/Brick.obj";
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}
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}
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{
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auto topWall = m_World->CreateEntity();
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@@ -39,6 +39,7 @@ void main()
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//frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) * (vec4(LightingTexel.rgb, 0.0) + vec4(LightingTexel.a, LightingTexel.a, LightingTexel.a, 0.0)));
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//frag_Diffuse = DiffuseTexel * (vec4(La, 0.0) + LightingTexel);
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//frag_Diffuse = DiffuseTexel * (vec4(1.f, 1.f, 1.f, 0.0) + LightingTexel);
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frag_Diffuse = DiffuseTexel;
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frag_Diffuse = DiffuseTexel + LightingTexel;
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//frag_Diffuse = DiffuseTexel;
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//frag_Diffuse = vec4(LightingTexel.r, LightingTexel.g, LightingTexel.b, 1.0);
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}
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@@ -7,6 +7,7 @@
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#include "Core/World.h"
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#include <iostream>
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#include <Game/CPad.h>
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#include <Rendering/CPointLight.h>
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void dd::Systems::PadSystem::Initialize()
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@@ -147,6 +148,7 @@ bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
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transform->Scale = glm::vec3(1.f, 1.f, 1.f);
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auto model = m_World->AddComponent<Components::Model>(ent);
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model->ModelFile = "Models/Test/Ball/Ballopus.obj";
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//auto pointlight = m_World->AddComponent<Components::PointLight>(ent);
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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> cball = 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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